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 🙏

© 2026 – Pkg Stats / Ryan Hefner

@laboralphy/hex-tex-gen

v0.5.0

Published

Procedural generator of Hexen/Doom-like 2D bitmap textures, with a CLI producing PNG files.

Readme

@laboralphy/hex-tex-gen

Procedural generator of Hexen/Doom-like 2D bitmap textures.

  • a platform-neutral library producing RGBA bitmaps (Texture),
  • a CLI (hex-tex-gen) writing them as PNG files.

Colors are handled with @laboralphy/rainbow, noise with @laboralphy/algorithms. Generated textures are seedable (same seed, same texture) and tile seamlessly.

The full documentation is in documentation/: concepts, file formats, command line, library, and a reference of every template parameter.

Textures and patches

Like Doom wall textures, a texture is a canvas on which patches are placed. Each patch lives in its own JSON file: a template (a generator) and its parameters.

// patches/castle-stone.json
{ "template": "ashlar", "size": [64, 64], "rows": { "count": 4 } }

// patches/large-blocks.json: deep-merged over its parent, arrays are replaced
{
  "extends": "./castle-stone.json",
  "rows": { "count": 2, "heightVariation": 0 },
  "blocks": { "width": [24, 40], "minJointOffset": 10 },
  "mortar": { "size": 3 }
}
// castle-wall.json
{
  "size": [128, 128],
  "seed": 1234,
  "background": "#000",
  "patches": [
    { "patch": "./patches/castle-stone.json", "width": 100, "height": 100 },
    {
      "patch": "./patches/large-blocks.json",
      "x": 0,
      "y": 75,
      "width": 100,
      "height": 25,
      "seed": 7,
      "params": { "mortar": { "color": "#1a1612" } },
    },
  ],
}

| Placement key | Description | | ----------------- | -------------------------------------------------------------------------- | | patch | patch file, relative to the texture file, or an inline patch definition | | id | name other placements use to anchor on this one | | anchor | repeats the patch on the anchor points of a previous placement (see below) | | x, y | position, in percent of the texture size (default 0) | | width, height | size, in percent of the texture size (default: the patch's own size) | | seed | overrides the patch seed, which overrides the texture's global seed | | params | template parameters deep-merged over the patch file | | opacity | in [0, 1] (default 1) | | wrap | may cross an edge (default: the texture wrap, itself true by default) |

Patches are regenerated at their placed size, never stretched. "Layout" parameters (stone widths, row count...) are expressed at the patch's own size and scale with it; "detail" parameters (mortar, bevel, cracks...) are real pixels and do not. Randomness is position-based (hash(seed, row, column...)), so the same seed gives the same stones at every size. Placements crossing an edge wrap around, so textures keep tiling; with "wrap": false, on the texture or a placement, they stay inside: placed patches are shifted back in, anchored copies that would cross an edge are skipped.

Anchors

Generators report named anchor points at the size they rendered, such as the top of each row of stone faces, just below the mortar. A placement can be repeated on the anchor points of a previous placement instead of being positioned with x, y:

{
  "size": [128, 128],
  "patches": [
    { "id": "wall", "patch": "./patches/castle-stone.json", "width": 100, "height": 100 },
    {
      "patch": "./patches/moss.json",
      "anchor": { "to": "wall", "at": "rows", "only": [0, 2], "offset": [0, 1] },
      "width": 100,
      "height": 25,
    },
  ],
}

| Anchor key | Description | | ---------- | ---------------------------------------------------------------- | | to | id of a previous placement | | at | anchor name, declared by the generator (hex-tex-gen --list) | | only | indices of the points to use (default: all) | | ratio | share of the visible points to use, picked at random (default 1) | | offset | [dx, dy] shift in pixels (default [0, 0]) |

Anchors follow the target whatever its seed, size or parameters. Points hidden by a later opaque placement are skipped (overlay generators such as moss, and placements with an opacity below 1, hide nothing). Each copy gets its own seed, derived from the placement seed and the point index.

| Template | Anchor | Points | | ----------- | ------------ | ------------------------------------------------------------------ | | walls | rows | left edge and top of the stone faces of each row, below the mortar | | walls | stones | top-left corner of the face of each stone | | stoneslab | slab | top-left corner of the face of the slab | | stoneslab | slabCenter | center of the face of the slab |

Walls are ashlar, bricks, fieldstone and metal. stoneslab is a slab laid over any wall.

Aging

ashlar and bricks have an age parameter, from 0 (new) to 1 (ruined), 0.3 by default. It sets every wear parameter left unset: chips, cracks, rough outlines, surface grain, differences between stones, and four weathering effects:

| Group | Effect | | ---------------- | ------------------------------------------------------------------ | | erosion | rounded corners (corners) and edges worn in waves (edges) | | stains | dark streaks running down from the stones, and grime over the wall | | spalling | flaked, recessed patches on stone faces | | mortar.erosion | hollowed joints: darker, pitted, shadowed by the stones above |

Values set explicitly win over age, so age gives the overall look and individual parameters fine-tune it: { "age": 0.8, "stains": { "ratio": 0 } } is a ruined wall without streaks. hex-tex-gen --list marks the derived parameters with (from age).

See examples/ for working files.

Validation and editor support

Every parameter is described by a Zod schema: its type, range, default value, description, and whether it is a layout or a detail value. Patch files, texture files and CLI parameters are validated against these schemas, and every issue is reported with its file and path:

patches/castle-stone.json: unknown parameter "blocks.widht"; mortar.size: Invalid input: expected int, received number

The schemas are also exported as JSON Schemas in schemas/. Reference them with $schema to get completion, documentation and validation in VS Code or JetBrains:

{ "$schema": "../schemas/patch.schema.json", "template": "ashlar", "mortar": { "size": 3 } }

Patch files get the parameters of their template: a file extending another one should repeat the template to get completion (it must match its parent's). hex-tex-gen --list prints every parameter with its default and description.

CLI

hex-tex-gen render examples/castle-wall.json -o wall.png  # render a texture file
hex-tex-gen render examples/castle-wall.json -s 99         # override the global seed
hex-tex-gen ashlar -s 42                                   # a generator with its defaults
hex-tex-gen --list                                         # generators and their parameters

During development, run it from source with npm run cli -- <args>.

Library

import { createMemoryLoader, renderTextureFile, ashlar } from '@laboralphy/hex-tex-gen';

// a single generator
const texture = ashlar.generate({ seed: 42, width: 128, height: 128, mortar: { size: 1 } });
texture.data; // Uint8ClampedArray, RGBA, row by row

// texture files, read through a Loader (the CLI provides one reading the file system)
const loader = createMemoryLoader({
  '/patches/stone.json': { template: 'ashlar' },
  '/wall.json': { size: [64, 64], patches: [{ patch: './patches/stone.json' }] },
});
const wall = renderTextureFile('/wall.json', loader);

To add a template, define it with defineGenerator in src/generators/ and register it in src/generators/index.ts, then run npm run schemas:

export const pillar = defineGenerator({
  name: 'pillar',
  description: 'Round stone pillar',
  schema: z.strictObject({
    size: size().default([32, 64]).describe('own size of the patch, in pixels'),
    rings: z.number().int().min(0).default(3).describe('number of rings').meta(LAYOUT),
    palette: palette().default(['#333', '#999']).describe('stone colors'),
  }),
  // parameters are validated, with defaults filled in, before render is called
  render(params, { width, height, seed }) {
    const texture = new Texture(width, height);
    // ...
    return texture;
  },
});

Every property needs a default (nested objects use .prefault({})), and size is required. Mark layout values with .meta(LAYOUT) and detail values with .meta(DETAIL); .meta(ESSENTIAL) shows a parameter in simplified forms (see describeParameters). A template can declare anchors (names and descriptions) and fill texture.anchors in render, and set overlay: true when it is transparent by design.

Scripts

| Script | Purpose | | ----------------- | ------------------------------------------------------------- | | npm run build | build library (ESM + CJS + d.ts) and CLI | | npm run cli | run the CLI from source | | npm run schemas | regenerate the JSON Schemas in schemas/ | | npm run docs | regenerate the reference pages and images of documentation/ | | npm test | run tests | | npm run check | typecheck, lint, format check, test, build |