Rename and fix formatting but give up fixing grammar bc too long

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Puyo 2021-05-11 20:04:14 +02:00 committed by GitHub
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# Kade Engine Lua Mod Chart Documentation # Lua Modcharts
In the 1.4.2 release of Kade Engine, we introduced Mod Charts. Mod Charts are a way of changing gameplay without hard coded values. This is achieved by using the Lua Scripting language to create script files that run during runtime. In the 1.4.2 release of Kade Engine, we introduced Mod Charts. Mod Charts are a way of changing gameplay without hard coded values. This is achieved by using the Lua Scripting language to create script files that run during runtime.
All files **are located in** `assets/data/song/` Song data is located in `assets/data/<song>/`, so the Lua file containing your scripts should be located at exactly `assets/data/<song>/modchart.lua`. (replace <song> with the name of the song. for example, `assets/data/milf/` for milf)
Modchart Lua File should be in `assets/data/song/modchart.lua` **exactly** If the file doesn't exist, Lua code won't be ran.
Lua code will only be ran if that file exists. ## Examples
### Examples
Full Example Full Example
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Looping through all of the rendered notes Looping through all of the rendered notes
```lua ```lua
for i = 0, getRenderedNotes() do -- sets all of the rendered notes to 0 0 on the x and y axsis for i = 0, getRenderedNotes() do -- sets all of the rendered notes to 0 0 on the x and y axsis
setRenderedNotePos(0,0,i) setRenderedNotePos(0,0,i)
end end
``` ```
Centering BF's Side Centering BF's Side
```lua ```lua
function setDefault(id) function setDefault(id)
_G['defaultStrum'..id..'X'] = getActorX(id) _G['defaultStrum'..id..'X'] = getActorX(id)
end end
-- put this somewhere in a function -- put this somewhere in a function
for i = 4, 7 do -- go to the center for i = 4, 7 do -- go to the center
tweenPosXAngle(i, _G['defaultStrum'..i..'X'] - 275,getActorAngle(i) + 360, 0.6, 'setDefault') tweenPosXAngle(i, _G['defaultStrum'..i..'X'] - 275,getActorAngle(i) + 360, 0.6, 'setDefault')
end end
``` ```
@ -116,10 +112,10 @@ Current calls to functions include,
| Name | Arguments | Description | | Name | Arguments | Description |
| :-----: | :------------: | :----------------------------------------------------------: | | :-----: | :------------: | :----------------------------------------------------------: |
| start | Song Name | Get's called when the song starts | | start | Song Name | Gets called when the song starts |
| update | Elapsed frames | Get's called every frame (after the song starts) | | update | Elapsed frames | Gets called every frame (after the song starts) |
| stepHit | Current Step | Get's called when ever a step hits (steps are in between beats, aka 4 steps are in a beat) | | stepHit | Current Step | Gets called when ever a step hits (steps are in between beats, aka 4 steps are in a beat) |
| beatHit | Current Beat | Get's called when ever a beat hits | | beatHit | Current Beat | Gets called when ever a beat hits |
@ -175,13 +171,13 @@ These premade id's are the following:
Creates a sprite out of the specified image, returns the id you gave it. Creates a sprite out of the specified image, returns the id you gave it.
*Note: Sprite Path is normally the FILE NAME so if you have a file name of Image it'll go to assets/data/songName/Image.png so don't include the extension* *Note: Sprite Path is normally the FILE NAME so if your file is named `Image` it'll go to assets/data/songName/Image.png so don't include the extension*
### Hud/Camera ### Hud/Camera
##### setHudPosition(int x, int y) ##### setHudPosition(int x, int y)
Set's the game hud's position in space. Sets the game hud's position in space.
##### getHudX() ##### getHudX()