Update Types
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31
Types.md
31
Types.md
@ -31,6 +31,7 @@ Another base type. This makes image operating easier than using default love.gra
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- `Image.modifier` - number -- Scroll factor relative to camera position. 0-inf.
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- `Image.rotation` - number -- Image rotation.
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- `Image.layer` - number -- Layer that Image renders on.
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- `Image.ui` - boolean -- Whenether image moves with the camera or not. (Almost useless with modifier)
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## Functions
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- `Image:Destroy()` - Removes the image from the list, won't render anymore.
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@ -51,6 +52,7 @@ Every update updates the sprite based on it's current animation and framerate.
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- `Sprite.layer` - number -- Layer that Sprite renders on.
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- `Sprite.rotation` - number -- Sprite rotation.
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- `Sprite.flipX` - boolean -- If sprite gets flipped on X axis. CHANGES SPRITE POSITION TO BE EXACTLY -width.
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- `Sprite.ui` - boolean -- Whenether sprite moves with the camera or not. (Almost useless with modifier)
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## Functions
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- `Sprite:Destroy()` -- Removes the sprite from the list, won't render anymore. Cache still remains.
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@ -72,6 +74,7 @@ Sprite, but doesn't play a animation and saves up space and game FPS.
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- `Rect.layer` - number -- Layer that Rect renders on.
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- `Rect.rotation` - number -- Rect rotation.
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- `Rect.flipX` - boolean -- If rect gets flipped on X axis. CHANGES RECT POSITION TO BE EXACTLY -width.
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- `Rect.ui` - boolean -- Whenether rect moves with the camera or not. (Almost useless with modifier)
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# Functions
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- `Rect:Destroy()` -- Removs the rect from the list, won't render anymore. Cache still remains.
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@ -96,4 +99,30 @@ Typically you wouldn't need to call this one, but it still needs to be here for
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- `Character.icon` - string -- Taken from json.
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## Functions
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- `Character:PlayAnimation(string)` -- Plays the animation based on json Name, FPS and Offsets.
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- `Character:PlayAnimation(string)` -- Plays the animation based on json Name, FPS and Offsets.
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## Creation
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myTypes.character(string) -- JSON path.
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# Note
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I don't even know why you would call this.
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## Children
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- `Note.position` - number -- Note position in song. NOT VECTOR2.
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- `Note.character` - string? -- Not applied yet.
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- `Note.mustPress` - boolean -- Whenether the note is for BF or Dad.
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- `Note.direction` - number -- Note number direction. 1-4.
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- `Note.spawned` - boolean -- Isn't called directly. Changes on Note:spawn()
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- `Note.altAnim` - boolean -- This is obvious.
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- `Note.hold` - boolean -- If it's a holdNote.
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- `Note.last` - boolean -- If it's a tail holdNote.
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- `Note.hitHealth` - number -- How much health BF gains from hit (Multiplied by 0.2 for holdNotes).
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- `Note.missHealth` - number -- How much health BF looses from miss (Multiplied by 0.2 for holdNotes).
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## Functions
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- `Note:destroy()` -- Destroys the spawned note sprite (if there is one) and removes the note.
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- `Note:spawn()` -- Makes the note sprite and positions it.
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## Creation
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myTypes.note(table, boolean, boolean, boolean) -- Raw data, section.mustHitSection, hold, holdEnd
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