class LevelProp
package funkin.ui.story
extends Bopper › StageProp › FunkinSprite
@:directlyUsedAvailable on all platforms
Static methods
Constructor
Variables
Methods
Inherited Variables
Defined by Bopper
@:value(new Map<String,Array<Float>>())animationOffsets:Map<String, Array<Float>> = new Map<String,Array<Float>>()
Offset the character's sprite by this much when playing each animation.
@:value(0.0)danceEvery:Float = 0.0
The bopper plays the dance animation once every danceEvery beats.
Set to 0 to disable idle animation.
Supports up to 0.25 precision.
@:value([0, 0])globalOffsets:Array<Float> = [0, 0]
The offset of the character relative to the position specified by the stage.
@:value("")idleSuffix:String = ""
Add a suffix to the idle animation (or danceLeft and danceRight animations)
that this bopper will play.
@:value(null)shouldAlternate:Null<Bool> = null
Whether the bopper should dance left and right.
- If true, alternate playing danceLeft and danceRight.
- If false, play idle every time.
You can manually set this value, or you can leave it as null to determine it automatically.
@:value(true)shouldBop:Bool = true
Whether this bopper should bop every beat. By default it's true, but when used for characters/players, it should be false so it doesn't cut off their animations!!!!!
Defined by StageProp
Inherited Methods
Defined by Bopper
@:value({ forceRestart : false })dance(forceRestart:Bool = false):Void
Called every danceEvery beats of the song.
forceAnimationForDuration(name:String, duration:Float):Void
Parameters:
name | The animation to play. |
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duration | The duration in which other (non-forced) animations will be skipped, in seconds (NOT MILLISECONDS). |
@:value({ reversed : false, ignoreOther : false, restart : false })playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reversed:Bool = false):Void
Parameters:
name | The name of the animation to play. |
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restart | Whether to restart the animation if it is already playing. |
ignoreOther | Whether to ignore all other animation inputs, until this one is done playing |
reversed | If true, play the animation backwards, from the last frame to the first. |
resetPosition():Void
If this Bopper was defined by the stage, return the prop to its original position.
Defined by StageProp
Defined by FunkinSprite
clone():FunkinSprite
Ensure scale is applied when cloning a sprite.R
The default clone() method acts kinda weird TBH.
Returns:
A clone of this sprite.
getDefaultAtlasSettings():AtlasSpriteSettings
Gets the default settings for a texture atlas sprite.
Returns:
The default settings for a texture atlas sprite.
getFirstElement(symbol:String):Null<Element>
Returns the first element of a symbol in the atlas.
Parameters:
symbol | The symbol to get elements from. |
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Returns:
The first element of the symbol. WARNING: Can be null.
getFrameLabel(name:String):Null<Frame>
Gets a frame label by its name.
Parameters:
name | The name of the frame label to retrieve. |
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Returns:
The frame label, or null if it doesn't exist.
getFramesWithKeyword(keyword:String):Array<Frame>
Gets every frame on every symbol that starts with the given keyword.
Parameters:
keyword | The keyword to search for. |
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Returns:
An array of frames.
getSymbolElements(symbol:String):Array<Element>
Returns the elements of a symbol in the atlas.
Parameters:
symbol | The symbol to get elements from. |
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hasAnimation(id:String):Bool
Whether or not this sprite has an animation with the given ID.
Parameters:
id | The ID of the animation to check. |
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isAnimationDynamic(id:String):Bool
Parameters:
id | The animation ID to check. |
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Returns:
Whether the animation is dynamic (has multiple frames). false for static, one-frame animations.
@:value({ cache : true })loadBitmapData(input:BitmapData, cache:Bool = true):FunkinSprite
Apply an OpenFL BitmapData to this sprite.
Parameters:
input | The OpenFL |
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Returns:
This sprite, for chaining
loadPacker(key:String):FunkinSprite
Load an animated texture (Packer atlas spritesheet) as the sprite's texture.
Parameters:
key | The key of the texture to load. |
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Returns:
This sprite, for chaining.
loadSparrow(key:String):FunkinSprite
Load an animated texture (Sparrow atlas spritesheet) as the sprite's texture.
Parameters:
key | The key of the texture to load. |
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Returns:
This sprite, for chaining.
loadTexture(key:String):FunkinSprite
Load a static image as the sprite's texture.
Parameters:
key | The key of the texture to load. |
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Returns:
This sprite, for chaining.
loadTextureAtlas(key:Null<String>, ?assetLibrary:String, ?settings:Null<AtlasSpriteSettings>):FunkinSprite
Loads an Adobe Animate texture atlas as the sprite's texture.
Parameters:
key | The key of the texture to load. |
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settings | Additional settings for loading the atlas. |
Returns:
This sprite, for chaining.
loadTextureBase(input:TextureBase):Null<FunkinSprite>
Apply an OpenFL TextureBase to this sprite.
Parameters:
input | The OpenFL |
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Returns:
This sprite, for chaining
@:value({ color : FlxColor.WHITE })makeSolidColor(width:Int, height:Int, color:FlxColor = FlxColor.WHITE):FunkinSprite
Acts similarly to makeGraphic, but with improved memory usage,
at the expense of not being able to paint onto the resulting sprite.
Parameters:
width | The target width of the sprite. |
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height | The target height of the sprite. |
color | The color to fill the sprite with. |
Returns:
This sprite, for chaining.
@:value({ adjustScale : true })replaceSymbolGraphic(symbol:String, ?graphic:FlxGraphicAsset, adjustScale:Bool = true):Void
Replaces the graphic of a symbol in the atlas.
Parameters:
symbol | The symbol to replace. |
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graphic | The new graphic to use. |
adjustScale | Whether to adjust the scale of new frame to match the old one. |
@:value({ scaleEverything : false, positionOffset : 0 })scaleElement(element:Element, scale:Float, positionOffset:Float = 0, scaleEverything:Bool = false):Void
Scales an element by a certain multiplier.
Parameters:
element | The element to scale. |
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scale | The scale multiplier. |
positionOffset | The offset to apply to |