The JSON data schema used to define a character.
Fields
startingAnimation:Null<String>
* If animations are used, this is the name of the animation to play first.
* @default idle
singTime:Null<Float>
* The minimum duration that a character will play a note animation for, in beats.
* If this number is too low, you may see the character start playing the idle animation between notes.
* If this number is too high, you may see the the character play the sing animation for too long after the notes are gone.
*
* Examples:
* - Daddy Dearest uses a value of `1.525`.
* @default 1.0
scale:Null<Float>
* The scale of the graphic as a float.
* Pro tip: On pixel-art levels, save the sprites small and set this value to 6 or so to save memory.
* @default 1
renderType:CharacterRenderType
* The type of rendering system to use for the character.
* @default sparrow
offsets:Null<Array<Float>>
* The global offset to the character's position, in pixels.
* @default [0, 0]
flipX:Null<Bool>
* Whether or not the whole ass sprite is flipped by default.
* Useful for characters that could also be played (Pico)
*
* @default false
optionaldanceEvery:Null<Float>
* The frequency at which the character will play its idle animation, in beats.
* Increasing this number will make the character dance less often.
* Supports up to `0.25` precision.
* @default `1.0` on characters
cameraOffsets:Array<Float>
* The amount to offset the camera by while focusing on this character.
* Default value focuses on the character directly.
* @default [0, 0]
optionalatlasSettings:Null<TextureAtlasData>
* Various settings for the prop.
* Only available for texture atlases.
assetPath:String
* Behavior varies by render type:
* - SPARROW: Path to retrieve both the spritesheet and the XML data from.
* - PACKER: Path to retrieve both the spritsheet and the TXT data from.
applyStageMatrix:Null<Bool>
* NOTE: This only applies to animate atlas characters.
*
* Whether to apply the stage matrix, if it was exported from a symbol instance.
* Also positions the Texture Atlas as it displays in Animate.
* Turning this on is only recommended if you prepositioned the character in Animate.
* For other cases, it should be turned off to act similarly to a normal FlxSprite.