create creatures for voxel.js

npm install voxel-creature
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create creatures for voxel.js


var createGame = require('voxel-engine');
var voxel = require('voxel');
var game = createGame({
    generate: voxel.generator['Valley'],
    texturePath: '/textures/'

var createPlayer = require('voxel-player')(game);
var substack = createPlayer('substack.png');
window.substack = substack;

window.addEventListener('keydown', function (ev) {
    if (ev.keyCode === 'R'.charCodeAt(0)) {

var createCreature = require('../')(game);
var creature = createCreature((function () {
    var T = game.THREE;
    var body = new T.Object3D;

    var head = new T.Mesh(
        new T.CubeGeometry(10, 10, 10),
        new T.MeshLambertMaterial({
            color: 0x800830,
            ambient: 0x800830
    head.position.set(0, 5, 0);

    var eyes = [0,1].map(function () {
        var eye = new T.Mesh(
            new T.CubeGeometry(1, 1, 1),
            new T.MeshLambertMaterial({
                color: 0xffffff,
                ambient: 0xffffff
        return eye;
    eyes[0].position.set(2, 8, 5);
    eyes[1].position.set(-2, 8, 5);

    return body;
window.creature = creature;

creature.position.y = 200;
creature.position.x = Math.random() * 300 - 150;
creature.position.z = Math.random() * 300 - 150;

creature.on('block', function () { creature.jump() });
creature.notice(substack, { radius: 500 });

creature.on('notice', function (player) {
    creature.move(0, 0, 0.5);

setInterval(function () {
    if (creature.noticed) return;
    creature.rotation.y += Math.random() * Math.PI / 2 - Math.PI / 4;
    creature.move(0, 0, 0.5 * Math.random());
}, 1000);


var voxelCreature = require('voxel-creature')

var createCreature = voxelCreature(game)

Return a function createCreature for making creatures given a voxel-engine game instance.

var creature = createCreature(obj, opts={})

Create a creature with the three.js 3d object (use game.THREE) obj.

Control the bounding box size with a vector3 opts.dims and the force (like gravity) for the object to be subject to with opts.force.

The default opts.dims is [10,10,10]. The default opts.force is [0,-0.00009,0].


Jump upward.

creature.move(x, y, z)

Move the creature [x,y,z] smoothly by altering its velocity.


Turn toward the 3d object target. target should be a 3d vector itself or it should have a target.position.

creature.notice(target, opts)

Return an interval for detecting the presence of target. target should be a 3d vector itself or it should have a target.position.

The opts.radius controls how nearby target needs to be to trigger a 'notice' event. Otherwise 'frolic' events fire. The default opts.radius is 500.

The opts.collisionRadius controls how nearby target needs to be to trigger a 'collide' event. The default opts.collisionRadius is 25.

The opts.interval controls how often to check the distance to target. The default opts.interval is 1000.


creature.on('notice', function (target) {})

When target is within the radius configured by creature.notice(), the 'notice' event fires.

creature.on('collide', function (target) {})

When target is within the collision radius configured in creature.notice(), the 'collide' event fires.

creature.on('block', function () {})

When a creature is constrained by a block in front of it, the 'block' event fires. A good thing to try when a creature is blocked is to jump.



control the creature item position


control the creature item rotation


With npm do:

npm install voxel-creature



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