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Merge pull request #11 from anysad/add-missing-char-fields
Add Missing Fields for Character Data
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src/03-custom-characters/03-02-creating-a-character.md

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@@ -98,12 +98,38 @@ The available fields are:
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- For the `packer` asset type, this must point to the path where the `txt` and `png` are located, without the file extension.
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- For the `animateatlas` asset type, this must point to the folder where the `Animation.json` and any spritemaps are located.
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- For the `multisparrow` asset type, point to the path where your main Sparrow spritesheet is located. On each animations which uses a different Sparrow spritesheet from the main one, add the `assetPath` key to that specific animation.
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- `startingAnimation`: The animation for the character to play when they are first loaded in.
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- `singTime`: The amount of time, in steps, for a character to keep singing after they let go of a note.
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- `scale` *(currently buggy)*: Specify the size of the character relative to the original size. For example, `2.0` makes the sprite twice as big. Optional, defaults to `1.0`.
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- `healthIcon`: Data for the health icon to display in-game. For example, Boyfriend will obviously use Boyfriend's health icon. Optional, defaults its ID to character's ID.
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- `death`: Data for the death screen to use, when the character reaches `0` health. Optional, doesn't default to a specific object.
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- `offsets`: The global offset to the character's position, 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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- `cameraOffsets`: The amount to offset the camera by while focusing on the character. Optional, 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 disable texture smoothing for the 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). Optional, defaults to `false`.
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- `startingAnimation`: The animation for the character to play when they are first loaded in. Optional, defaults to `idle`.
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- `singTime`: The amount of time, in steps, for a character to keep singing after they let go of a note. Optional, defaults to `8`.
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- Decrease this if the character seems to hold their poses for too long after their section is done.
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- Increase this if the character resets to the idle animation in the middle of their singing animations.
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- `animations`: A list of animation data objects for the character.
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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. 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`: 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. 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. 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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- `prefix`: The animation name as specified by your spritesheet.

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