An HTML5 canvas based renderer for hearthstone cards for node.js. Forked from HearthSim/sunwell.
See HearthSim/sunwell for detailed information. Card artworks and fonts are not included. Set textureFolder
to the folder where you put the card artworks when creating the sunwell object.
$ npm install --save node-sunwell
Set up sunwell with your own settings:
var Sunwell = require('node-sunwell');
var sunwell = new Sunwell({
titleFont: 'Belwe',
bodyFont: 'ITC Franklin Condensed',
bodyFontSize: 24,
bodyLineHeight: 55,
bodyFontOffset: {x: 0, y: 0},
textureFolder: __dirname + '/artworks/',
smallTextureFolder: __dirname + '/smallArtworks/',
debug: false
});
###Rendering a card
To render a specific card, you can call the method createCard()
of the sunwell
object.
var cardObj = sunwell.createCard(cardData, width, function(err, buffer) {
// buffer contains PNG data
});
The cardData
parameter is an object containing information about the card to be rendered. width
defines the width of the card to be rendered. Sunwell provides a "native" resolution up to 764x1100
pixels. While you can set a higher value than 764 for the desired render, it will only result in blurry
results. The max supported resolution of sunwell is already by far greater than in the game itself.
The callback will be invoked with the rendered card buffer.
The object you pass as cardData
can be obtained for example through HearthstoneJSON.
{
"id":"CS2_087",
"artist":"Zoltan Boros",
"set":"CORE",
"type":"SPELL",
"rarity":"FREE",
"cost":1,
"name":"Blessing of Might",
"flavor":"\"As in, you MIGHT want to get out of my way.\" - Toad Mackle, recently buffed.",
"playRequirements":{"REQ_TARGET_TO_PLAY":0,"REQ_MINION_TARGET":0},
"collectible":true,
"playerClass":"PALADIN",
"howToEarnGolden":"Unlocked at Level 45.",
"howToEarn":"Unlocked at Level 1.",
"text":"Give a minion +3 Attack.",
"texture":"W16_a053_D"
}
Some properties are purely optional, since they are not used by sunwell, but these ones are required:
{
"id":"CS2_087",
"set":"CORE",
"type":"SPELL",
"rarity":"FREE",
"cost":1,
"name":"Blessing of Might",
"playerClass":"PALADIN",
"text":"Give a minion +3 Attack.",
"texture":"W16_a053_D"
}
In case of a minion or weapon card, you also need to pass health
(or durability
, but health is fine for weapons, too) and/or attack
.
The method will return an object that provides an interface to manipulate the card after its creation.
If you want to update certain properties on the original cardData
, simply call cardObj.update()
and
pass an object with the properties you want to overwrite.
###Changing the number colors
If you want to make the numbers appear green/red, you can also pass in the following properties on your card object to both
createCard()
and/or cardObj.update()
:
{
"costStyle": "0",
"attackStyle": "+",
"healthStyle": "-",
"durabilityStyle": "-"
}
All the style default to "0". Setting the style to "+" makes the number appear green, setting it to "-" makes it appear red.
###Silence a minion
To silence a minion, set silenced: true
either when creating the card, or with the update function.
###Let a card cost health instead of mana
Introduced by Cho'gall, cards may cost health instead of mana.
You can switch any cards cost icon by setting costHealth: true
either when creating the card, or through the update function.
See examples/.
Original work by Christian Engel [email protected]
Node.js port by Matthias Klein [email protected]
Sunwell is licensed
MIT. The full license text is
available in the LICENSE
file in the respective implementations' folder.
hm_sunwell is part of hearthmod software stack