Documentation Index
Fetch the complete documentation index at: https://mintlify.com/BunnyNabbit/celaria-formats/llms.txt
Use this file to discover all available pages before exploring further.
celaria-formats ships TypeScript type definitions in types/data.mts. These types are used throughout the library for JSDoc annotations, so you get accurate type hints in editors even in plain JavaScript projects. You can also import them directly in TypeScript projects.
Celaria uses a non-standard coordinate system where Z is the vertical (gravity) axis, not Y. When you see a
Vector3 representing position or scale, keep in mind that [x, y, z] means Z is up/down.Vector types
Vector3
A 3D coordinate or scale value.
Type: [number, number, number]
Used for position and scale on most map instances (Block, Sphere, PlayerSpawnPoint, TutorialHologram). The third element (index 2) is the Z axis, which is the gravity/vertical axis in Celaria.
Vector2
A 2D coordinate value.
Type: [number, number]
Used where only two axes are relevant.
FlatVector3
The union type used for Barrier.scale. A FlatVector3 is either an XYRestrainedVector3 (floor barrier) or an XZRestrainedVector3 (wall barrier).
Type: XYRestrainedVector3 | XZRestrainedVector3
Because barriers are flat surfaces, one axis of their scale is always 0. The specific constrained type depends on the barrier’s orientation.
XYRestrainedVector3
Scale type for floor barriers. The Z component (vertical axis) is always 0.
Type: [number, number, 0]
XZRestrainedVector3
Scale type for wall barriers. The Y component is always 0.
Type: [number, 0, number]
MedalTimes
Medal time thresholds for a checkpoint or goal block. Used as the type of Block.medalTimes in CelariaMap.
Type: object
All values are in game ticks, not milliseconds. The exact tick rate depends on the game version.
Game ticks are discrete game frames, not wall-clock milliseconds. The conversion between ticks and seconds depends on the game’s tick rate. Do not assume a fixed millisecond value per tick.
Platinum medal time in game ticks. The fastest (hardest) threshold.
Gold medal time in game ticks.
Silver medal time in game ticks.
Bronze medal time in game ticks. The slowest (easiest) threshold.
UvData
A single UV mapping entry returned by CelariaUvMap.parse(). Each entry describes UV coordinates for one face of one block.
Type: object
The ID of the block this UV data belongs to.
Which face of the block the UV coordinates apply to. Ranges from
0 to 5 for a cube (six faces).UV start X coordinate (float).
UV start Y coordinate (float).
UV end X coordinate (float).
UV end Y coordinate (float).
CelariaUvMap reference and the UV maps guide.