API
You can use the following exports in order to initiate the minigames from your resources.
Anagram
Export
exports.boii_minigames:anagram({ options })
Example
exports.boii_minigames:anagram({
style = 'default', -- Style template
loading_time = 5000, -- Total time to complete loading sequence in (ms)
difficulty = 10, -- Game difficulty refer to `const anagram_word_lists` in `html/scripts/anagram/anagram.js`
guesses = 5, -- Amount of guesses until fail
timer = 30000 -- Time allowed for guessing in (ms)
}, function(success) -- Game callback
if success then
-- If success do something
print('anagram success')
else
-- If fail do something
print('anagram fail')
end
end)
Button Mash
Export
exports.boii_minigames:button_mash({ options })
Example
exports.boii_minigames:button_mash({
style = 'default', -- Style template
difficulty = 10 -- Difficulty; increasing the difficulty decreases the amount the notch increments on each keypress making the game harder to complete
}, function(success) -- Game callback
if success then
-- If success do something
print('button_mash success')
else
-- If fail do something
print('button_mash fail')
end
end)
Chip Hack
Export
exports.boii_minigames:chip_hack({ options })
Example
exports.boii_minigames:chip_hack({
style = 'default', -- Style template
loading_time = 8000, -- Total time to complete loading sequence in (ms)
chips = 2, -- Amount of chips required to find
timer = 20000 -- Total allowed game time in (ms)
}, function(success)
if success then
-- If success do something
print('chip_hack success')
else
-- If fail do something
print('chip_hack fail')
end
end)
Hangman
Export
exports.boii_minigames:hangman({ options })
Example
exports.boii_minigames:hangman({
style = 'default', -- Style template
loading_time = 5000, -- Total time to complete loading sequence in (ms)
difficulty = 4, -- Game difficulty refer to `const hangman_word_lists` in `html/scripts/hangman/hangman.js`
guesses = 5, -- Amount of guesses until fail
timer = 30000 -- Time allowed for guessing in (ms)
}, function(success) -- Game callback
if success then
-- If success do something
print('hangman success')
else
-- If fail do something
print('hangman fail')
end
end)
Key Drop
Export
exports.boii_minigames:key_drop({ options })
Example
exports.boii_minigames:key_drop({
style = 'default', -- Style template
score_limit = 5, -- Amount of keys needed for success
miss_limit = 5, -- Amount of keys allowed to miss before fail
fall_delay = 1000, -- Time taken for keys to fall from top to bottom in (ms)
new_letter_delay = 2000 -- Time taken to drop a new key in (ms)
}, function(success) -- Game callback
if success then
-- If success do something
print('key_drop success')
else
-- If fail do something
print('key_drop fail')
end
end)
Pin Code
Export
exports.boii_minigames:pincode({ options })
Example
exports.boii_minigames:pincode({
style = 'default', -- Style template
difficulty = 4, -- Difficuly; increasing the value increases the amount of numbers in the pincode; level 1 = 4 number, level 2 = 5 numbers and so on // The ui will comfortably fit 10 numbers (level 6) this should be more than enough
guesses = 5 -- Amount of guesses allowed before fail
}, function(success) -- Game callback
if success then
-- If success do something
print('pincode success')
else
-- If fail do something
print('pincode fail')
end
end)
Safe Crack
Export
exports.boii_minigames:safe_crack({ options })
Example
exports.boii_minigames:safe_crack({
style = 'default', -- Style template
difficulty = 5 -- Difficuly; This increases the amount of lock a player needs to unlock this scuffs out a little above 6 locks I would suggest to use levels 1 - 5 only.
}, function(success)
if success then
print('safe_crack success')
else
print('safe_crack fail')
end
end)
Skill Bar
Export
exports.boii_minigames:skill_bar({ options })
Example
exports.boii_minigames:skill_bar({
style = 'default', -- Style template
icon = 'fa-solid fa-paw', -- Any font-awesome icon; will use template icon if none is provided
orientation = 2, -- Orientation of the bar; 1 = horizontal centre, 2 = vertical right.
area_size = 20, -- Size of the target area in %
perfect_area_size = 5, -- Size of the perfect area in %
speed = 0.5, -- Speed the target area moves
moving_icon = true, -- Toggle icon movement; true = icon will move randomly, false = icon will stay in a static position
icon_speed = 3, -- Speed to move the icon if icon movement enabled; this value is / 100 in the javascript side true value is 0.03
}, function(success) -- Game callback
if success == 'perfect' then
-- If perfect do something
print('skill_bar perfect')
elseif success == 'success' then
-- If success do something
print('skill_bar success')
elseif success == 'failed' then
-- If failed do something
print('skill_bar fail')
end
end)
Skill Circle
Export
exports.boii_minigames:skill_circle({ options })
Example
exports.boii_minigames:skill_circle({
style = 'default', -- Style template
icon = 'fa-solid fa-paw', -- Any font-awesome icon; will use template icon if none is provided
area_size = 4, -- Size of the target area in Math.PI / "value"
speed = 0.02, -- Speed the target area moves
}, function(success) -- Game callback
if success == 'perfect' then
-- If perfect do something
print('skill_circle perfect')
elseif success == 'success' then
-- If success do something
print('skill_circle success')
elseif success == 'failed' then
-- If failed do something
print('skill_circle fail')
end
end)
Wire Cut
Export
exports.boii_minigames:wire_cut({ options })
Example
exports.boii_minigames:wire_cut({
style = 'default', -- Style template
timer = 60000 -- Time allowed to complete game in (ms)
}, function(success)
if success then
print('wire_cut success')
else
print('wire_cut fail')
end
end)
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