Danger

The Adventure docs are currently a work in progress and supplement the Javadocs. Some areas may have limited coverage or may not be entirely up to date. Feel free to join our Discord if you have any questions.

Text (Chat Components)

Components represent Minecraft chat components

Creating components

// Creates a line of text saying "You're a Bunny! Press <key> to jump!", with some colouring and styling.
final TextComponent textComponent = Component.text("You're a ")
  .color(TextColor.color(0x443344))
  .append(Component.text("Bunny", NamedTextColor.LIGHT_PURPLE))
  .append(Component.text("! Press "))
  .append(
    Component.keybind("key.jump")
      .color(NamedTextColor.LIGHT_PURPLE)
      .decoration(TextDecoration.BOLD, true)
  )
  .append(Component.text(" to jump!"));
// now you can send `textComponent` to something, such as a client

You can also use a builder, which is mutable, and creates one final component with the children.

// Creates a line of text saying "You're a Bunny! Press <key> to jump!", with some colouring and styling.
final TextComponent textComponent2 = Component.text()
  .content("You're a ")
  .color(TextColor.color(0x443344))
  .append(Component.text().content("Bunny").color(NamedTextColor.LIGHT_PURPLE).build())
  .append(Component.text("! Press "))
  .append(
    Component.keybind().keybind("key.jump")
      .color(NamedTextColor.LIGHT_PURPLE)
      .decoration(TextDecoration.BOLD, true)
      .build()
  )
  .append(Component.text(" to jump!"))
  .build();
// now you can send `textComponent2` to something, such as a client

Styling components

Styles are a superset of TextColor and TextDecoration and can be applied to text components. TextColor represents any color in the RGB spectrum. You can also use NamedTextColor to choose from the default color palette. The following TextDecorations are available:

  • Italic

  • Bold

  • Strikethrough

  • Underlined

  • Obfuscated

Events

There are currently two types of events available for text components. Hover events allow you to show another component, item or entity when a user hovers their mouse over the text. When a user clicks on the text component, a click event is fired which can perform one of the following actions:

  • Open a url

  • Open a file

  • Run a command

  • Suggest a command

  • Change a book’s page

  • Copy a string to clipboard

Serializing and deserializing components

Serialization to JSON, legacy, and plain representations is also supported.

Components can be serialized with Text Serializers.

Using components within your application

The way you use components within your application will of course vary depending on what you’re aiming to achieve.

However, the most common task is likely to be sending a component to some sort of Minecraft client. The method for doing this will depend on the platform your program is running on, however it is likely to involve serializing the component to Minecraft’s JSON format, and then sending the JSON through another method provided by the platform.

The text library is platform agnostic and therefore doesn’t provide any way to send components to clients. Some platforms implement Adventure natively, so Components can be directly used with their API. For other platforms (Spigot/Bukkit, BungeeCord, and SpongeAPI 7), we provide compatibility bridges as Platforms which can be distributed with your own plugins.