CharacterData module defines the structure for character appearance, animations, and behavior.
CharacterData Structure
Core Properties
Semantic version of the character data format (current:
1.0.1)Readable display name of the character
Rendering system to use:
"sparrow"- Single spritesheet with XML"packer"- Single spritesheet with TXT data"multisparrow"- Multiple spritesheets with XML"animateatlas"- Texture atlas with JSON (Adobe Animate)"multianimateatlas"- Multiple texture atlases"custom"- Custom rendering via scripts
Path to retrieve sprite assets (without extension)
Visual Properties
Scale multiplier for the character sprite. Use smaller sprites with higher scale values (e.g., 6x) to save memory on pixel art
Global position offset as
[x, y] in pixelsCamera focus offset as
[x, y] when focusing on this characterSet to
true to disable anti-aliasing for pixel art charactersWhether to flip the entire sprite horizontally
Behavior Properties
Frequency of idle animation in beats. Supports precision up to 0.25. Higher values make the character dance less often
Minimum duration (in steps) a note animation plays. Too low causes idle between notes; too high causes overhang
Name of the animation to play on spawn
Animations
Array of animation definitions with
name, prefix, offsets, frameIndices, etc. Each animation defines how character sprites are displayed.Health Icon
Configuration for the character’s health icon
HealthIconData
Icon asset ID (defaults to character ID)
Scale multiplier for the icon
Whether to flip the icon horizontally
Multiply scale by 6 and disable antialiasing
Icon offset as
[x, y] in pixelsDeath Configuration
Configuration for death animation and camera behavior
DeathData
Camera offset as
[x, y] during death animation. Defaults to character’s graphic midpointCamera zoom multiplier during death (relative to stage’s default zoom)
Delay in seconds between reaching 0 health and playing death animation
Animate Atlas Properties
These properties only apply whenrenderType is "animateatlas" or "multianimateatlas".
Whether to apply the stage matrix from Adobe Animate. Only enable if the character was pre-positioned in Animate
Advanced texture atlas configuration
TextureAtlasData
Enable SWF-like behavior for MovieClip symbols
Cache filters and masks at load time instead of runtime
Filter quality:
0 (HIGH), 1 (MEDIUM), 2 (LOW), 3 (RUDY)Override for
applyStageMatrix at the atlas levelRender as single texture instead of multiple limbs. Enable for alpha changes or shaders
Example: Basic Character
Example: Pixel Character
Render Type Reference
| Type | Description | Asset Requirements |
|---|---|---|
sparrow | Standard Flash-style | PNG + XML atlas |
packer | TexturePacker format | PNG + TXT atlas |
multisparrow | Multiple spritesheets | Multiple PNG/XML pairs |
animateatlas | Adobe Animate export | Animation.json + spritemap |
multianimateatlas | Multiple Animate atlases | Multiple Animation.json files |
custom | Script-based rendering | Defined in HScript/Polymod |
