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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.