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Runic's Flamework Template

This is my own pre-configured template you can use for your Roblox TypeScript projects that use Flamework. It aims to be decently simple and lightweight but still provide as many reusable things as possible to create any type of game. React/Roact is not included, you'll have to install that yourself if you want it.

Features

  • Frontend:
    • Custom mouse controller
    • ReplicaController which stores a copy of the local player's data
    • Procedural animation system for cameras or models with these animations included:
      • Landing
      • Mouse sway
      • Walk cycle
    • CharacterController for easily retrieving character, root, & humanoid
    • Custom camera controller to switch between cameras on the fly with these camera components included (but optional):
      • Default (default roblox cam)
      • FirstPerson (default roblox cam locked to 1P)
      • Aerial
      • Fixed
      • FlyOnTheWall
      • FirstPersonAnimated (uses procedural animation system)
    • UI:
      • Customizable control panel made with Iris
        • Performance stats, movement system, and camera system mods already included
        • For common classes rendered in your control panel, use the WithControlPanelSettings class to define a renderControlPanelSettings method that renders the class' settings in control panel
      • Animation components (Gradient, Rotation, Transparency, Scale, SpringScale)
      • Effect controller (such as fading black in/out)
  • Backend:
    • Cmdr for custom commands
    • Graceful Firebase API instead of DataStoreService
    • Product/gamepass transaction handler
    • Scheduling service (run forever, execute a fn on a loop with a cooldown, e.x. scheduling.every.second.Connect(...))
  • Tons of utility functions and classes (comma format, abbreviation, repr, array shuffle/flatten/reverse, springs, sin/cos waves, bitfields, string builder, etc.)
  • Tons of utility decorators
    • Method decorators
      • @Cooldown(length: number) - Only allows the function to be executed once every length seconds
      • @Memoize() - Cache the first result the function returns and return the cached result from then on out
      • @StudioOnly() - Only allows the function to be executed in studio
      • @LogBenchmark(formatter) - Logs how long the function took to execute, use formatter callback to customize message
      • @OnInput(binding: RawActionEntry | RawActionEntry[], actionName?: string, options?: ActionOptions) - Binds an input to the function, with an optional action name to bind a function to the input's release
      • @OnAxisInput(binding: AxisActionEntry, actionName?: string) - Binds an axis input to the function, with an optional action name to bind a function to the input's release
      • @OnInputRelease(actionName: string) - Binds an input releasing to the function given the same action name provided to @OnInput
      • @Retry(times: number, delay?: number, retryCondition?: (fn: () => void) => boolean - Retries the function every time retryCondition returns true, times times, with delay seconds in between
      • @ValidateReturn(validator: (returnValue: unknown) => boolean, whenInvalid?: (returnValue: unknown) => void) - Calls whenInvalid when validator returns false
      • @SpawnTask() - Wraps the method in a task.spawn
      • @LinkRemote(remote: ClientReceiver) - Binds a method to a remote being fired
      • @LinkSerializedRemote(remote: ClientReceiver, deserializer: Serializer) - Binds a method to a remote being fired and automatically deserializes arguments
  • Included logger (not very good tbh, probably use @rbxts/log w/ @rbxts/zircon)
  • Object pooling classes
    • Generic InstancePool<T>
    • PartPool for parts
    • UIPool for UI objects
  • Custom lifecycle hooks:
    • OnCharacterAdd/OnCharacterRemove
    • OnPlayerJoin/OnPlayerLeave
    • OnDataLoad/OnDataUpdate
    • LogStart (logs when a singleton/component is started)
  • @rbxts/flamework-binary-serializer is included with serializers created & exported in shared/network.ts
    • This package serializes tables and instances into buffers (list of bytes) which reduces the size of the data massively. It is useful for optimizing networking
    • You can skip manually deserializing arguments from remotes by using the @LinkSerializedRemote decorator

Usage

First, create the folder on your computer where you want your project to be stored. Then, open a terminal at that directory and run the following commands:

npx degit R-unic/flamework-template
npm i

That's it! The template has been installed. For further information on how to use Flamework in your project, please see here.

Setup

Firebase

You need a FIREBASE_URL and FIREBASE_AUTH value inside of a DataStore named EnvironmentInfo. You can get FIREBASE_URL by simply creating a Real-Time Database on Firebase, then copying this link. copy-link-ui-on-firebase

To get FIREBASE_AUTH you need to first click the settings icon next to "Project Overview", Click "Project settings", then click "Service accounts". Click the "Database secrets" tab under the text "Legacy credentials", then copy the secret that should be there by default. If there is no secret there, press "Add secret".

You can easily set these values by running this in your Roblox command bar:

game:GetService("DataStoreService"):GetDataStore("EnvironmentInfo"):SetAsync("FIREBASE_URL", "https://database-name-default-rtdb.firebaseio.com/")
game:GetService("DataStoreService"):GetDataStore("EnvironmentInfo"):SetAsync("FIREBASE_AUTH", "tHiSisAveRYrEaLFiRebAsEAuTHkeY")

Creator/Developer Permissions

Add your user ID to the DevID enum. This is fairly important because this is what a few systems use to detect whether or not the player has developer permissions.

Automatically Index Children

This is taken directly from the Roblox TS website because I think it's worth knowing about. What if you wanted to access something you're currently storing inside of the Workspace service in Studio? Well, Roblox TS would have no clue of that thing existing inside of there. Luckily, you can solve this issue extremely easily.

It uses the io-serve package (optional, but quite useful) and the rbxts-object-to-tree Roblox Studio plugin.

You can find the full guide here.