From dc6d89b5cc42db5a9be3e50970681aeb1b3ad2ba Mon Sep 17 00:00:00 2001 From: Ne_Eo Date: Sun, 13 Oct 2024 20:33:49 +0200 Subject: [PATCH] Small visual changes --- src/pages/wiki/modding/note-splashes.md | 16 ++++++++-------- src/style.scss | 1 + 2 files changed, 9 insertions(+), 8 deletions(-) diff --git a/src/pages/wiki/modding/note-splashes.md b/src/pages/wiki/modding/note-splashes.md index c180b6e..08b878c 100644 --- a/src/pages/wiki/modding/note-splashes.md +++ b/src/pages/wiki/modding/note-splashes.md @@ -7,7 +7,7 @@ title: Note splashes # Note Splashes -First, you need to put the .png and .xml of the notesplashes into ``./images/game/splashes/`` +First, you need to put the .png and .xml of the note splashes into ``./images/game/splashes/`` The filename should be the name you want to reference the splashes in the data, in this case we'll use ``sploosh``. Here is how the spritesheet should look like: @@ -41,10 +41,10 @@ Next, you need to make a .xml file for the data of the splashes, you can do this Heres what the essential variables for the data .xml are: To start, <splashes> is where you start with. It has basic attributes like: -- ``sprite``: The sprite that appears for the notesplashes (starting from ``./images/``). -- ``alpha``: The visibility of the splash, with 1being completely solid and 0 being useless because itjust makes the splash transparent. -- ``antialiasing``: Changes if the splashes areantialiased or not. (default is `true`). -- ``scale``: The scale the splashes show up as. (default is `1`). +- ``sprite``: The sprite that appears for the note splashes (starting from ``./images/``). +- ``alpha``: The visibility of the splash, with 1being completely solid and 0 being useless because it just makes the splash transparent. (default is 1). +- ``antialiasing``: Changes if the splashes are antialiased or not. (default is true). +- ``scale``: The scale the splashes show up as. (default is 1). After defining the previous node, <strum> is for defining each strum. It only has one singular attribute which is: - ``id``: The ID of the splash you're making data for. (left = 0, down = 1, etc.). @@ -52,14 +52,14 @@ After defining the previous node, <strum> is f Then, to define the animation of the splash (or animations since you can have multiple of those) use <anim>, the following attributes are: - ``name``: This is the name of the animation that you're editing in the data - ``anim``: This is the name of the animation that you're editing in the spritesheet .xml file. -- ``fps``: The framerate of the animation. +- ``fps``: The framerate of the animation. (default is 24). - ``x``: This is the X offset (use this if the splash is not centered on the arrow). - ``y``: This is the Y offset (use this if the splash is not centered on the arrow). ## Making the splash show up Now that you setup the note splashes, you have to code them in.
-All you have to do is add this one piece of code in a Gameplay Script: *(change ``sploosh`` to the name of the splahses you just made)* +All you have to do is add this one piece of code in a Gameplay Script: *(change "sploosh" to the name of the splashes you just made)* ```haxe function onPlayerHit(e) { @@ -69,7 +69,7 @@ function onPlayerHit(e) And then this is how they should look in-game or something like that. -