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