Skip to content

Nome do Sprite da Pele ​

Embora você possa usar qualquer sequência arbitrária para o nome do sprite da skin, há nomes de sprites de skin padronizados que toda skin deve implementar.

Esse requisito permite que as skins sejam utilizáveis em diferentes engines e que as engines sejam jogáveis com outras skins.

Nomes padronizados ​

NomeRedimensionamento
#NOTE_HEAD_NEUTRAL
#NOTE_HEAD_RED
#NOTE_HEAD_GREEN
#NOTE_HEAD_BLUE
#NOTE_HEAD_YELLOW
#NOTE_HEAD_PURPLE
#NOTE_HEAD_CYAN
#NOTE_TICK_NEUTRAL
#NOTE_TICK_RED
#NOTE_TICK_GREEN
#NOTE_TICK_BLUE
#NOTE_TICK_YELLOW
#NOTE_TICK_PURPLE
#NOTE_TICK_CYAN
#NOTE_TAIL_NEUTRAL
#NOTE_TAIL_RED
#NOTE_TAIL_GREEN
#NOTE_TAIL_BLUE
#NOTE_TAIL_YELLOW
#NOTE_TAIL_PURPLE
#NOTE_TAIL_CYAN
#NOTE_CONNECTION_NEUTRALVertical
#NOTE_CONNECTION_REDVertical
#NOTE_CONNECTION_GREENVertical
#NOTE_CONNECTION_BLUEVertical
#NOTE_CONNECTION_YELLOWVertical
#NOTE_CONNECTION_PURPLEVertical
#NOTE_CONNECTION_CYANVertical
#NOTE_CONNECTION_NEUTRAL_SEAMLESSVertical
#NOTE_CONNECTION_RED_SEAMLESSVertical
#NOTE_CONNECTION_GREEN_SEAMLESSVertical
#NOTE_CONNECTION_BLUE_SEAMLESSVertical
#NOTE_CONNECTION_YELLOW_SEAMLESSVertical
#NOTE_CONNECTION_PURPLE_SEAMLESSVertical
#NOTE_CONNECTION_CYAN_SEAMLESSVertical
#SIMULTANEOUS_CONNECTION_NEUTRALHorizontal
#SIMULTANEOUS_CONNECTION_REDHorizontal
#SIMULTANEOUS_CONNECTION_GREENHorizontal
#SIMULTANEOUS_CONNECTION_BLUEHorizontal
#SIMULTANEOUS_CONNECTION_YELLOWHorizontal
#SIMULTANEOUS_CONNECTION_PURPLEHorizontal
#SIMULTANEOUS_CONNECTION_CYANHorizontal
#SIMULTANEOUS_CONNECTION_NEUTRAL_SEAMLESSHorizontal
#SIMULTANEOUS_CONNECTION_RED_SEAMLESSHorizontal
#SIMULTANEOUS_CONNECTION_GREEN_SEAMLESSHorizontal
#SIMULTANEOUS_CONNECTION_BLUE_SEAMLESSHorizontal
#SIMULTANEOUS_CONNECTION_YELLOW_SEAMLESSHorizontal
#SIMULTANEOUS_CONNECTION_PURPLE_SEAMLESSHorizontal
#SIMULTANEOUS_CONNECTION_CYAN_SEAMLESSHorizontal
#DIRECTIONAL_MARKER_NEUTRAL
#DIRECTIONAL_MARKER_RED
#DIRECTIONAL_MARKER_GREEN
#DIRECTIONAL_MARKER_BLUE
#DIRECTIONAL_MARKER_YELLOW
#DIRECTIONAL_MARKER_PURPLE
#DIRECTIONAL_MARKER_CYAN
#SIMULTANEOUS_MARKER_NEUTRAL
#SIMULTANEOUS_MARKER_RED
#SIMULTANEOUS_MARKER_GREEN
#SIMULTANEOUS_MARKER_BLUE
#SIMULTANEOUS_MARKER_YELLOW
#SIMULTANEOUS_MARKER_PURPLE
#SIMULTANEOUS_MARKER_CYAN
#STAGE_MIDDLEAmbos
#STAGE_LEFT_BORDERVertical
#STAGE_RIGHT_BORDERVertical
#STAGE_TOP_BORDERHorizontal
#STAGE_BOTTOM_BORDERHorizontal
#STAGE_LEFT_BORDER_SEAMLESSVertical
#STAGE_RIGHT_BORDER_SEAMLESSVertical
#STAGE_TOP_BORDER_SEAMLESSHorizontal
#STAGE_BOTTOM_BORDER_SEAMLESSHorizontal
#STAGE_TOP_LEFT_CORNER
#STAGE_TOP_RIGHT_CORNER
#STAGE_BOTTOM_LEFT_CORNER
#STAGE_BOTTOM_RIGHT_CORNER
#LANEVertical
#LANE_SEAMLESSVertical
#LANE_ALTERNATIVEVertical
#LANE_ALTERNATIVE_SEAMLESSVertical
#JUDGMENT_LINEHorizontal
#NOTE_SLOT
#STAGE_COVERAmbos
#GRID_NEUTRALAmbos
#GRID_REDAmbos
#GRID_GREENAmbos
#GRID_BLUEAmbos
#GRID_YELLOWAmbos
#GRID_PURPLEAmbos
#GRID_CYANAmbos

Redimensionamento ​

Para sprites de pele com redimensionamento especificado, espera-se que eles permaneçam apresentáveis quando esticados para um tamanho arbitrário nas direções de redimensionamento.

Sem costura ​

Os mecanismos podem usar variantes contínuas de sprites de skin para criar gráficos mais complexos unindo vários segmentos, portanto, espera-se que variantes contínuas permaneçam apresentáveis quando usadas dessa maneira.