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107 lines
2.2 KiB
Haxe
107 lines
2.2 KiB
Haxe
package funkin.data.level;
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import funkin.data.animation.AnimationData;
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/**
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* A type definition for the data in a story mode level JSON file.
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* @see https://lib.haxe.org/p/json2object/
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*/
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typedef LevelData =
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{
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/**
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* The version number of the level data schema.
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* When making changes to the level data format, this should be incremented,
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* and a migration function should be added to LevelDataParser to handle old versions.
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*/
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@:default(funkin.data.level.LevelRegistry.LEVEL_DATA_VERSION)
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var version:String;
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/**
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* The title of the level, as seen in the top corner.
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*/
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var name:String;
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/**
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* The graphic for the level, as seen in the scrolling list.
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*/
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@:jcustomparse(funkin.data.DataParse.stringNotEmpty)
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var titleAsset:String;
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/**
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* The props to display over the colored background.
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* In the base game this is usually Boyfriend and the opponent.
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*/
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@:default([])
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var props:Array<LevelPropData>;
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/**
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* The list of song IDs included in this level.
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*/
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@:default(['bopeebo'])
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var songs:Array<String>;
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/**
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* The background for the level behind the props.
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*/
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@:default('#F9CF51')
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@:optional
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var background:String;
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}
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/**
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* Data for a single prop for a story mode level.
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*/
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typedef LevelPropData =
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{
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/**
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* The image to use for the prop. May optionally be a sprite sheet.
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*/
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var assetPath:String;
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/**
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* The scale to render the prop at.
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* @default 1.0
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*/
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@:default(1.0)
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@:optional
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var scale:Float;
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/**
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* The opacity to render the prop at.
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* @default 1.0
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*/
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@:default(1.0)
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@:optional
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var alpha:Float;
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/**
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* If true, the prop is a pixel sprite, and will be rendered without smoothing.
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*/
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@:default(false)
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@:optional
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var isPixel:Bool;
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/**
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* The frequency to bop at, in beats.
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* @default 1 = every beat, 2 = every other beat, etc.
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*/
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@:default(1)
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@:optional
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var danceEvery:Int;
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/**
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* The offset on the position to render the prop at.
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* @default [0.0, 0.0]
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*/
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@:default([0, 0])
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@:optional
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var offsets:Array<Float>;
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/**
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* A set of animations to play on the prop.
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* If default/empty, the prop will be static.
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*/
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@:default([])
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@:optional
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var animations:Array<AnimationData>;
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}
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