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sandstone-screenshake

v1.1.0

Published

A library to simplify the creation of screen shake effect.

Readme

Screenshake Library for Sandstone


This library is built for Sandstone. :computer:

Note: This library works with >=Release 1.0 of Sandstone.

This library provides an easy-to-use Screenshake class for creating controllable view-angle shake effects on target players.

Installation

To use the screenshake library:

  1. Install the NPM package: :arrow_down:

    bun i sandstone-screenshake
  2. Import Screenshake into your project: :arrow_heading_down:

    import { Screenshake } from "sandstone-screenshake";
  3. Instantiate the class and trigger .start() or .stop().

  4. Enjoy! :star:


Syntax

const shake = new Screenshake(id, intensity, duration, delay);

Parameters

id
Unique identifier string for the shake instance. Used for generated .mcfunction paths and score tracking.

intensity
A 2D numeric tuple [x, y] representing the maximum random angular rotation offset applied per shake (in degrees).

duration
Total duration of the screen shake in game ticks.

delay
Delay interval between consecutive shake adjustments in game ticks.


Methods

start(selector)

Initiates the shake routine on the specified selector.

  • selector: A target selector (e.g. @s, @a, @p) to apply the screenshake to.

stop()

Stops the screenshake early by triggering the internal latch score check.


Example

import { Screenshake } from "sandstone-screenshake";
import { Selector } from "sandstone";

// Create a shake instance: 3 degrees pitch/yaw, lasting 40 ticks, shaking every 2 ticks
const explosionShake = new Screenshake("explosion", [3, 3], 40, 2);

// Play shake on the nearest player
explosionShake.start(Selector("@p"));

// Can be stopped conditionally:
// explosionShake.stop();

Example Pack

import { MCFunction, Selector } from "sandstone";
import Screenshake from "sandstone-screenshake";

let quake1 = new Screenshake("quake1", [1.5, 1.5], 100, 1);

MCFunction("start_quake_1", () => {
  quake1.start(Selector("@a", { distance: [null, 10] }));
});
MCFunction("start_quake_2", () => {
  quake1.start(Selector("@a", { distance: [null, 30] }));
});

MCFunction("stop_quake_1", () => {
  quake1.stop();
});

Note: Screenshakes run via relative teleports anchored to target entities. Ensure target selectors are valid at the time .start() executes.