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oh my days, how did I forget these?
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src/03-custom-characters/03-02-creating-a-character.md

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@@ -118,17 +118,17 @@ The available fields are:
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Health Icon data is structured like so:
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- `id`: The ID to use for the health icon, defaults to character's ID.
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- `scale`: Specify the size of the health icon relative to the original size. For example, `2.0` makes the sprite twice as big. Optional, defaults to `1.0`.
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- `flipX`: Whether to flip the whole sprite horizontally in-game.
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- `flipX`: Whether to flip the whole sprite horizontally in-game. Optional, defaults to `false`.
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- `isPixel`: Specify whether to disable texture smoothing for this characters health icon. Optional, defaults to `false`.
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- `offsets`:
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- `offsets`: The offset of the health icon, in pixels. Optional, defaults to `[0, 0]`.
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- Use an array of two decimal values, the first for horizontal position and the second for vertical position.
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Death data is structured like so:
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- `cameraOffsets`: The amount to offset the camera by while focusing on this character as they die.
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- `cameraOffsets`: The amount to offset the camera by while focusing on this character as they die. Optional, defaults to `[0, 0]`.
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- Default value focuses on the character's graphic midpoint.
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- Use an array of two decimal values, the first for horizontal position and the second for vertical position.
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- `cameraZoom`: The amount to zoom the camera by while focusing on this character as they die.
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- `preTransitionDelay`: The delay between when the character reaches `0` health and when the death animation plays.
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- `cameraZoom`: The amount to zoom the camera by while focusing on this character as they die. Optional, defaults to `1`.
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- `preTransitionDelay`: The delay between when the character reaches `0` health and when the death animation plays. Optional, defaults to `0`.
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Animation data is structured like so:
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- `name`: The internal animation name for the game to use.

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