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Copy file name to clipboardExpand all lines: src/03-custom-characters/03-02-creating-a-character.md
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@@ -106,7 +106,7 @@ The available fields are:
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-`cameraOffsets`: The amount to offset the camera by while focusing on this character.
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- Default value focuses on the character directly.
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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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-`isPixel`: Specify whether to display the character as pixel (disabling texture smoothing). Optional, defaults to `false`.
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-`isPixel`: Specify whether to disable texture smoothing for this character. Optional, defaults to `false`.
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-`danceEvery`: The frequency at which the character will play its idle animation, in beats. Optional, defaults to `1`.
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- Increasing this number will make the character dance less often.
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-`flipX`: Whether to flip the whole sprite horizontally in-game. Useful for characters that could also be played (Pico).
@@ -120,7 +120,7 @@ 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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-`isPixel`: Specify whether to display the health icon as pixel (disabling texture smoothing). 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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- Use an array of two decimal values, the first for horizontal position and the second for vertical position.
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@@ -131,7 +131,6 @@ Death data is structured like so:
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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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Animation data is structured like so:
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-`name`: The internal animation name for the game to use.
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-`prefix`: The animation name as specified by your spritesheet.
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