A chart file is a JSON file that contains the chart data. For an example of a complete chart file, see the chart of Sunniesnow Sample.
At the top level of the JSON structure,
it is an object with the following keys.
Required keys are title
, artist
, charter
, difficultyName
, difficultyColor
, difficulty
, and events
,
although missing values often just trigger a warning instead of an error.
title
The title of the music.
artist
The artist of the music.
charter
The charter of the chart.
difficultyName
The name of the difficulty.
In Lyrica equivalents, possible values are
"Easy"
, "Normal"
, "Hard"
, "Master"
, and "Special"
.
However, you are free to use other names.
difficultyColor
The color of the difficulty.
A color source may be a string of
<color>
CSS data type,
or it may be an integer whose hexadecimal representation is the color.
difficulty
The difficulty of the chart. In Lyrica equivalents, possible values are decimal representations of any integers from 1 to 13. However, you are free to use other values.
difficultySup
""
.A superscript shown near the difficulty.
Usually either an empty string or "+"
.
offset
0.0
.The offset of the chart, in seconds. Usually, this should be zero. This is only used by chart reviewers to adjust the offset after the chart is already made. Chart makers should generally avoid using this and leave it as zero.
sscharter
null
, or an object with properties: version
a string, and port
an integer.null
.Used for sscharter integration.
events
The events of the chart. To see how an event object is structured, see Event object.
filters
{}
.This specifies all filters that may be used in the chart.
It is an object with arbitrary string keys
(specifying the label of each filter),
and each value is a filter object,
which contains the definition of the filter.
Events can refer to these filters by their labels
in the filters
key in the event object.
A filter object is an object with the following keys:
gl
: an object that contains the shader codes for the filter used when the render engine is WebGL.gpu
: an object that contains the shader codes for the filter used when the render engine is WebGPU.resources
: an object that describes the parameters used by the filter, including textures and uniforms.antialias
: one of "inherit"
, "on"
, and "off"
(default: "inherit"
).blendMode
: one of the blend modes supported by the game (default: "normal"
).blendRequired
: boolean (default: false
).
Turning this one makes a uniform uBackTexture
available in the shader
but will also impact the performance of the filter because there is an additional GPU copy.resolution
: either a number or "inherit"
.
Default: "inherit"
.TODO
The preamble of any vertex shader of WebGL
(where the-label
is replaced by the actual label set by the key in the filters
object):
#define SHADER_NAME the-label-vertex
#ifdef GL_ES // This checks if it is WebGL1
#define in attribute
#define out varying
#endif
precision highp float;
in vec2 aPosition;
out vec2 vTextureCoord;
uniform vec4 uInputSize;
uniform vec4 uOutputFrame;
uniform vec4 uOutputTexture;
vec4 filterVertexPosition(void) {
vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;
position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;
position.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;
return vec4(position, 0.0, 1.0);
}
vec2 filterTextureCoord(void) {
return aPosition * (uOutputFrame.zw * uInputSize.zw);
}
The preamble of any fragment shader of WebGL
(where the-label
is replaced by the actual label set by the key in the filters
object):
#define SHADER_NAME the-label-fragment
#ifdef GL_ES // This checks if it is WebGL1
#define in varying
#define finalColor gl_FragColor
#define texture texture2D
#endif
precision mediump float;
in vec2 vTextureCoord;
//out vec4 finalColor;
uniform sampler2D uTexture;
The preamble of any shader of WebGPU:
struct GlobalFilterUniforms {
uInputSize: vec4<f32>,
uInputPixel: vec4<f32>,
uInputClamp: vec4<f32>,
uOutputFrame: vec4<f32>,
uGlobalFrame: vec4<f32>,
uOutputTexture: vec4<f32>,
};
@group(0) @binding(0) var<uniform> gfu: GlobalFilterUniforms;
@group(0) @binding(1) var uTexture: texture_2d<f32>;
@group(0) @binding(2) var uSampler: sampler;
fn filterVertexPosition(aPosition: vec2<f32>) -> vec4<f32> {
var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;
position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;
position.y = position.y * (2.0 * gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;
return vec4(position, 0.0, 1.0);
}
fn filterTextureCoord(aPosition: vec2<f32>) -> vec2<f32> {
return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);
}
fn globalTextureCoord(aPosition: vec2<f32>) -> vec2<f32> {
return aPosition.xy / gfu.uGlobalFrame.zw + gfu.uGlobalFrame.xy / gfu.uGlobalFrame.zw;
}
fn getSize() -> vec2<f32> {
return gfu.uGlobalFrame.zw;
}
An event object is an object with the required keys type
, time
, and properties
,
and optional keys timeDependent
.
Some types of events may also have an optional key filters
.
Missing a required key will trigger a warning, and this event object will be ignored.
type
Here is a list of possible values:
"tap"
,"hold"
,"drag"
,"flick"
,"placeholder"
,"bgNote"
,"bigText"
,"grid"
,"hexagon"
,"checkerboard"
,"diamondGrid"
,"pentagon"
,"turntable"
,"hexagram"
,"image"
,"globalSpeed"
,"effectBackground"
,"effectTopLeftHud"
,"effectTopRightHud"
,"effectTopCenterHud"
,"effectProgressBar"
,"effectTipPoint"
,"effectMultiple"
.See Event types for more information.
time
This specifies the time of the event, in seconds, measured from the start of the music.
It may be negative or greater than the duration of the music, but take note that these events may not be actually included in the chart unless the player specifies start and end to a larger range.
properties
The structure of this object depends on the value of type
.
Some of the entries of this object are required, while others are optional.
If required entries are missing, a warning will be triggered,
and this event object will be ignored.
If there are unknown entries, a warning will be triggered.
See Event types for more information.
These are the properties that are common to all types of notes
(tap
, hold
, drag
, flick
, and bgNote
):
x
: float number.y
: float number.tipPoint
(optional): nullable string (default: null
).size
(optional): float number (default: 1.0
).The properties x
and y
specify the judgement coordinates of the note,
in the chart coordinate system.
See Coordinate system for more information.
If tipPoint
is not null
,
then the note will be connected by a tip point.
See Tip points for more information.
The property size
scales the size of the judgement area.
These are the properties that are common to all background patterns
(grid
, hexagon
, checkerboard
, diamondGrid
, pentagon
, turntable
, hexagram
, bigText
):
duration
(optional): non-negative float number (default: 0.0
).The property duration
specifies the duration of the background pattern, in seconds.
It can be zero, but it is not recommended.
Only one background pattern can be shown at a time. If two background patterns overlap in time, the later one will override the earlier one.
These are the properties that are common to all effects
(effectBackground
, effectTopLeftHud
, effectTopRightHud
,
effectTopCenterHud
, effectProgressBar
, effectTipPoint
, effectMultiple
):
duration
: positive float number.The property duration
specifies the duration of the effect, in seconds.
timeDependent
It is used to make the event appear moving, changing size, etc.,
but it does not affect the judgement.
Each type of events has its own supported keys in timeDependent
,
and all of them are optional.
Any additional keys will trigger a warning and be ignored.
The value of each entry in the timeDependent
object is of one of the following three types:
value
and dataPoints
,
where value
is a string, and dataPoints
is an array of objects with keys time
and value
,
where time
is a float number and value
is a string.value
and dataPoints
,
where value
is a float number, and dataPoints
is an array of objects with keys time
and value
,
where time
and value
are float numbers.speed
, value
and dataPoints
,
where speed
and value
are float numbers, and dataPoints
is an array of objects with keys time
, value
,
where time
and value
are float numbers.For an uninterpolable time-dependent property,
the top-level value
is the value of the property before the earliest time
in dataPoints
.
Then, each item in dataPoints
makes an abrupt change at the specified time
into the specified value
.
For an interpolable time-dependent property,
the top-level value
is the value of the property right before
the time
of the event itself.
The items in dataPoints
, together with the top-level value
,
defines a piecewise linear function
that specifies how the property changes over time.
There can be different data points with the same time,
which makes the property change abruptly at that time.
The rate of change of the property before the earliest time
in dataPoints
is specified by speed
.
The value of the property after the latest time
in dataPoints
is kept the same as the value at the latest time
.
In event types,
the supported keys of timeDependent
for each type of event
and their corresponding types and their default value
s and speed
s are documented.
If the default value
is not specified,
it is taken from the value in the entry in properties
with the same key.
If the default speed
is not specified,
it is 0.0
for interpolable numbers.
Some of the supported keys are shared by multiple types of events. To avoid verbosity, they are documented here, and will not be explained again in the event types.
x
, y
These are used to translate the event around in space.
The coordinate system used by them is not consistent for all events,
but the rule of thumb is that all events that are affected by
player settings about mirroring (horizontal-flip
and vertical-flip
)
use the chart coordinate system,
and others use the canvas coordinate system.
See Coordinate system for more information.
opacity
It is used to control the opacity of the event.
When the value is 0.0
, the event is completely transparent,
and when the value is 1.0
, the event is completely opaque.
size
It is used to control the visual size of the event.
When the value is 0.0
, the event is not shown at all,
and when the value is 1.0
, the event is at its normal size.
scaleX
, scaleY
They are similar to size
, but they can control the size of the event anisotropically.
The reason to have size
when we have scaleX
and scaleY
is that size
can inherit its default value from the size
property in properties
,
while scaleX
and scaleY
cannot.
If both size
and scaleX
(or scaleY
) are specified,
then the effective scale is the product of size
and scaleX
(or scaleY
).
skewX
, skewY
Skewing is a transformation that distorts the object by rotating it differently at each point.
the properties skewX
and skewY
sets the skew factor in radians.
rotation
It is used to control the rotation of the event.
It is in radians, and the positive direction is not consistent for all events.
The rule of thumb is that all events that are affected by
player settings about mirroring (horizontal-flip
and vertical-flip
)
have the positive direction counterclockwise,
and others have the positive direction clockwise.
This is because the chart coordinate system has the -axis pointing upwards,
but the canvas coordinate system has the -axis pointing downwards.
text
It is used to control the text displayed on the event.
tintRed
, tintGreen
, tintBlue
It is used for simple change in the colors. It is equivalent to a color matrix whose main diagonal elements are the three values specified by these three properties (and leaves the alpha channel unchanged).
Their values cannot be smaller than 0.0
or larger than 1.0
.
blendMode
The blend mode. Available values are:
"normal"
,
"add"
,
"multiply"
,
"screen"
,
"darken"
,
"lighten"
,
"erase"
,
"color-dodge"
,
"color-burn"
,
"linear-burn"
,
"linear-dodge"
,
"linear-light"
,
"hard-light"
,
"soft-light"
,
"pin-light"
,
"difference"
,
"exclusion"
,
"overlay"
,
"saturation"
,
"color"
,
"luminosity"
,
"normal-npm"
,
"add-npm"
,
"screen-npm"
,
"none"
,
"subtract"
,
"divide"
,
"vivid-light"
,
"hard-mix"
,
"negation"
,
"min"
,
"max"
.
These are the time-dependent properties that are common to all types of notes
(tap
, hold
, drag
, flick
, and bgNote
):
x
: number (default speed
: 0.0
).y
: number (default speed
: 0.0
).circle
: number (default value
: 0.0
; default speed
: 1.0
).opacity
: number (default value
: 1.0
).size
: number (default value
: 1.0
).scaleX
: number (default value
: 1.0
).scaleY
: number (default value
: 1.0
).skewX
: number (default value
: 0.0
).skewY
: number (default value
: 0.0
).rotation
: number (default value
: 0.0
).tintRed
: number (default value
: 1.0
).tintGreen
: number (default value
: 1.0
).tintBlue
: number (default value
: 1.0
).blendMode
: string (default value
: "normal"
).circleOpacity
: number (default value
: 1.0
).circleScaleX
: number (default value
: 1.0
).circleScaleY
: number (default value
: 1.0
).circleSkewX
: number (default value
: 0.0
).circleSkewY
: number (default value
: 0.0
).circleRotation
: number (default value
: 0.0
).circleTintRed
: number (default value
: 1.0
).circleTintGreen
: number (default value
: 1.0
).circleTintBlue
: number (default value
: 1.0
).circleBlendMode
: string (default value
: "normal"
).The properties x
and y
are used to change the spatial coordinates of the event
so that it can appear moving.
They share the same coordinate system (the chart coordinate system)
as the x
and y
in properties
.
Note that anything in timeDependent
will not affect the judgement of the event,
so even if the x
and y
values change over time,
the judgement position is still the position specified by x
and y
in properties
.
The rotation
property has the positive direction counterclockwise.
The property circle
is used to control the radius of the shrinking circle.
When the value is 0.0
, the radius is at its minimum
(coinciding with the note).
The value at which the radius is at its maximum is dependent
on the speed set by the player in the game settings.
If the player sets the speed to 1.0
,
then the value at which the radius is at its maximum is -1.0
(it is negative because we want the circle to shrink when the speed is positive).
This value is then inversely scaled by the speed set by the player
in the game settings.
When the value is smaller than the value at which the radius is at its maximum,
the note is not shown at all.
The properties circleOpacity
, circleRotation
, circleTintRed
, circleTintGreen
, circleTintBlue
,
and circleBlendMode
are the time-dependent properties to change the visual appearance of the shrinking circle.
Their effects are similar to the properties opacity
, rotation
, tintRed
, tintGreen
, tintBlue
, and blendMode
,
but applied to the shrinking circle instead of the note itself.
The chart cannot control the coordinates of the circle
because it is either the same as the note or fixed at the judgement position
(depending on the player setting circle-moves-with-note
).
The base scaling of the circle is the same as size
,
so there is no circleSize
property
to ensure visual consistency of the circle size and the note size.
However, circleScaleX
and circleScaleY
can be used to scale the circle
on top of the base scaling,
and they are not related to the scaleX
and scaleY
properties of the note.
These are the time-dependent properties that are common to all background patterns
(grid
, hexagon
, checkerboard
, diamondGrid
, pentagon
, turntable
, hexagram
, bigText
):
x
: number (default speed
: 0.0
).y
: number (default speed
: 0.0
).opacity
: number (default value
: 1.0
).size
: number (default value
: 1.0
).scaleX
: number (default value
: 1.0
).scaleY
: number (default value
: 1.0
).skewX
: number (default value
: 0.0
).skewY
: number (default value
: 0.0
).rotation
: number (default value
: 0.0
).tintRed
: number (default value
: 1.0
).tintGreen
: number (default value
: 1.0
).tintBlue
: number (default value
: 1.0
).blendMode
: string (default value
: "normal"
).The x
and y
properties use the same coordinate system as the notes
(the chart coordinate system).
They are used to translate the background pattern around in space.
The rotation
property has the positive direction counterclockwise.
These are the time-dependent properties that are common to all effects
(effectBackground
, effectTopLeftHud
, effectTopRightHud
,
effectTopCenterHud
, effectProgressBar
, effectTipPoint
, effectMultiple
):
opacity
: number (default value
: 1.0
).size
: number (default value
: 1.0
).scaleX
: number (default value
: 1.0
).scaleY
: number (default value
: 1.0
).skewX
: number (default value
: 0.0
).skewY
: number (default value
: 0.0
).rotation
: number (default value
: 0.0
).tintRed
: number (default value
: 1.0
).tintGreen
: number (default value
: 1.0
).tintBlue
: number (default value
: 1.0
).blendMode
: string (default value
: "normal"
).These properties affect the visual appearances of the things to which the effects are applied.
The rotation
property has the positive direction clockwise.
filters
Because filters basically replace a few layers with a whole rendered texture, blend modes of objects inside those layers may not work properly.
TODO
The following sections describe each different type
of event,
including how their properties
are structured.
tap
type
: "tap"
.properties
except the common ones:
text
(optional): string (default: ""
).timeDependent
except the common ones:
text
: string.filters
: yes.A tap
event is a tap note.
The property text
specifies the text displayed on the note.
hold
type
: "hold"
.properties
except the common ones:
text
(optional): string (default: ""
).duration
: positive float number.timeDependent
except the common ones:
text
: string.filters
: yes.A hold
event is a hold note.
The property duration
specifies the duration of the hold note, in seconds.
The property text
specifies the text displayed on the note.
drag
type
: "drag"
.properties
except the common ones: none.timeDependent
except the common ones: none.filters
: yes.A drag
event is a drag note.
flick
type
: "flick"
.properties
except the common ones:
angle
: float number.text
(optional): string (default: ""
).timeDependent
except the common ones:
text
: string.filters
: yes.A flick
event is a flick note.
The property angle
specifies the angle of the flick note, in radians.
Zero angle is to the right, and increasing angle is counterclockwise
(as in conventions of mathematics about polar coordinates).
The property text
specifies the text displayed on the note.
placeholder
type
: "placeholder"
.properties
:
x
: float number.y
: float number.tipPoint
(optional): nullable string (default: null
).timeDependent
: none.filters
: no.A placeholder
event basically does nothing,
but it can have a tip point by specifying tipPoint
.
See Tip points for more information.
bgNote
type
: "bgNote"
.properties
except the common ones:
duration
(optional): non-negative float number (default: 0.0
).text
(optional): string (default: ""
).timeDependent
except the common ones:
text
: string.filters
: yes.A bgNote
event is a background note (often called an “ink” by Lyrica players).
The property duration
specifies the duration of the background note, in seconds.
The property text
specifies the text displayed on the background note.
It can still be connected by a tip point
if the tipPoint
property is specified,
but background notes cannot have tip points in Lyrica.
The property size
does nothing
(but it may be useful because it is the default value
of the size
option
in timeDependent
).
bigText
type
: "bigText"
.properties
except the common ones:
text
: string.timeDependent
except the common ones:
text
: string.filters
: yes.A bigText
event is a big text.
It is one kind of background patterns
that are displayed in the center of the screen.
The property text
specifies the text displayed on the big text.
grid
type
: "grid"
.properties
except the common ones: none.timeDependent
except the common ones: none.filters
: yes.A grid
event is a grid.
It is one kind of background patterns
that are displayed in the center of the screen.
The intersections of grid lines have -coordinates and -coordinates divisible by , with x-coordinates ranging from to and y-coordinates ranging from to , so there are intersections in total.
hexagon
type
: "hexagon"
.properties
except the common ones: none.timeDependent
except the common ones: none.filters
: yes.A hexagon
event is a hexagon.
It is one kind of background patterns
that are displayed in the center of the screen.
There are three hexagons with different radii. Here list the vertices of each of them:
checkerboard
type
: "checkerboard"
.properties
except the common ones: none.timeDependent
except the common ones: none.filters
: yes.A checkerboard
event is a checkerboard.
It is one kind of background patterns
that are displayed in the center of the screen.
The checkerboard has rows of cells and columns of cells. The top-left cell has its center at . The bottom-right cell has its center at . The side length of each cell is .
diamondGrid
type
: "diamondGrid"
.properties
except the common ones: none.timeDependent
except the common ones: none.filters
: yes.A diamondGrid
event is a diamond grid.
It is one kind of background patterns
that are displayed in the center of the screen.
The intersections of grid lines are , , , , , , , , , , , and their reflections about the -axis and/or the -axis. There are intersections in total.
pentagon
type
: "pentagon"
.properties
except the common ones: none.timeDependent
except the common ones: none.filters
: yes.A pentagon
event is a pentagon.
It is one kind of background patterns
that are displayed in the center of the screen.
The vertices of the pentagon are , where . If you need more explicit expressions, they are
turntable
type
: "turntable"
.properties
except the common ones: none.timeDependent
except the common ones: none.filters
: yes.A turntable
event is a turntable.
It is one kind of background patterns
that are displayed in the center of the screen.
The turntable has two circles concentric at . Their radii are respectively and .
hexagram
type
: "hexagram"
.properties
except the common ones: none.timeDependent
except the common ones: none.filters
: yes.A hexagram
event is a hexagram.
It is one kind of background patterns
that are displayed in the center of the screen.
The turntable consists of two triangles whose centers are both and radii are both (side lengths ). One of the triangles is upright, and the other is upside-down.
image
type
: "image"
.properties
:
filename
: non-empty string.x
: float number.y
: float number.width
: float number.height
(optional): float number.duration
: non-negative float number.above
(optional): the layer above which the image is shown (default: "bgPattern"
).coordinateSystem
: string (default: "chart"
).timeDependent
:
x
: number (default speed
: 0.0
).y
: number (default speed
: 0.0
).z
: uninterpolable number (default value
: 0.0
).opacity
: number (default value
: 1.0
).width
: number (default speed
: 0.0
).height
: number (default speed
: 0.0
).scaleX
: number (default value
: 1.0
).scaleY
: number (default value
: 1.0
).skewX
: number (default value
: 0.0
).skewY
: number (default value
: 0.0
).anchorX
: number (default value
: 0.5
).anchorY
: number (default value
: 0.5
).rotation
: number (default value
: 0.0
).tintRed
: number (default value
: 1.0
).tintGreen
: number (default value
: 1.0
).tintBlue
: number (default value
: 1.0
).blendMode
: string (default value
: "normal"
).filters
: yes.Displaying an image.
The properties x
and y
specify the coordinates of the image.
The coordinate system is dependent on the value of the coordinateSystem
property,
which can be either "chart"
or "canvas"
.
If it is "chart"
, the coordinate system is the chart coordinate system,
which is the same as the coordinate system used by notes.
If it is "canvas"
, the coordinate system is the canvas coordinate system.
For details of the chart coordinate system and the canvas coordinate system,
see Coordinate system.
The property width
and height
specify the size of the image.
If height
is omitted, it is set to keep the original aspect ratio of the image.
When coordinateSystem
is "chart"
, they have the same unit length as
the chart coordinate system.
When coordinateSystem
is "canvas"
, the unit length of width
is the same as the width of the screen,
and the unit length of height
is the same as the height of the screen.
The property scaleX
and scaleY
can scale the image on top of the size set by width
and height
.
The property filename
specifies the filename of the image
inside story/
directory in the level file
(special path components like .
and ..
are not allowed).
The property duration
specifies the duration of the image, in seconds.
The property above
specifies the layer above which the image is shown.
Possible values are:
"none"
, "background"
, "bgPattern"
, "hud"
, "fx"
, "judgementLine"
,
"bgNotes"
, "notes"
, "circles"
, "tipPoints"
, and "fxFront"
.
In the time-dependent properties,
the property z
specifies the z-index of the image,
which controls the whether an image is displayed above or below other images.
For images with teh same above
,
those with larger z
values are displayed above images with smaller z
values.
The properties anchorX
and anchorY
specify the anchor point of the image,
which is the point that the image rotates around
and the point whose coordinates are specified by x
and y
.
The default values of anchorX
and anchorY
are both 0.5
,
which means the anchor point is at the center of the image.
If they are both 0.0
, the anchor point is at the top-left corner of the image.
The rotation
property has the positive direction counterclockwise
if coordinateSystem
is "chart"
,
and the positive direction is clockwise if coordinateSystem
is "canvas"
.
globalSpeed
type
: "globalSpeed"
.properties
:
speed
: float number.timeDependent
: none.filters
: no.Controls the global speed (of shrinking circles). You can set it to zero or negative values.
The current global speed is used to scale the speed of shrinking circles of all notes
before the earliest data point in their time-dependent circle
properties.
After the earliest data point,
the global speed cannot affect the radii of the circles.
Technically, you can use the time-dependent circle
property
in the notes to achieve any effects that this event can achieve,
but this event is provided to reduce file sizes of chart files.
effectBackground
type
: "effectBackground"
.properties
except the common ones: none.timeDependent
except the common ones:
x
: number (default value
: 0.5
).y
: number (default value
: 0.5
).filters
: yes.This event applies effects to the background.
Multiple effects can happen at the same time, but if their time-dependent properties conflict, later ones will override earlier ones (only the conflict properties are overwritten; the non-conflict properties from all effect events can be effective at the same time).
The time-dependent properties x
and y
are in the canvas coordinate system,
and it specifies the position of the center of the background.
The time-dependent property rotation
has the positive direction clockwise.
effectTopLeftHud
type
: "effectTopLeftHud"
.properties
except the common ones: none.timeDependent
except the common ones:
x
: number (default value
: 0.0
).y
: number (default value
: 0.0
).data
: string.filters
: yes.This event applies effects to the top left HUD.
Multiple effects can happen at the same time, but if their time-dependent properties conflict, later ones will override earlier ones (only the conflict properties are overwritten; the non-conflict properties from all effect events can be effective at the same time).
The time-dependent properties x
and y
are in the canvas coordinate system,
and it specifies the position of the top left corner of the top left HUD.
The time-dependent property rotation
has the positive direction clockwise.
The time-dependent property data
sets the text shown in the top left HUD,
which overrides the text set by the player settings.
effectTopRightHud
type
: "effectTopRightHud"
.properties
except the common ones: none.timeDependent
except the common ones:
x
: number (default value
: 1.0
).y
: number (default value
: 0.0
).data
: string.filters
: yes.This event applies effects to the top right HUD.
Multiple effects can happen at the same time, but if their time-dependent properties conflict, later ones will override earlier ones (only the conflict properties are overwritten; the non-conflict properties from all effect events can be effective at the same time).
The time-dependent properties x
and y
are in the canvas coordinate system,
and it specifies the position of the top right corner of the top right HUD.
The time-dependent property rotation
has the positive direction clockwise.
The time-dependent property data
sets the text shown in the top right HUD,
which overrides the text set by the player settings.
effectTopCenterHud
type
: "effectTopCenterHud"
.properties
except the common ones: none.timeDependent
except the common ones:
x
: number (default value
: 0.5
).y
: number (default value
: 0.0
).data
: string.filters
: yes.This event applies effects to the top center HUD.
Multiple effects can happen at the same time, but if their time-dependent properties conflict, later ones will override earlier ones (only the conflict properties are overwritten; the non-conflict properties from all effect events can be effective at the same time).
The time-dependent properties x
and y
are in the canvas coordinate system,
and it specifies the position of the center of the top edge of the top center HUD.
The time-dependent property rotation
has the positive direction clockwise.
The time-dependent property data
sets the text shown in the top center HUD,
which overrides the text set by the player settings.
effectProgressBar
type
: "effectTopRightHud"
.properties
except the common ones: none.timeDependent
except the common ones:
x
: number (default value
: 0.5
).y
: number (default value
: 1.0
).data
: number.filters
: yes.This event applies effects to the progress bar.
Multiple effects can happen at the same time, but if their time-dependent properties conflict, later ones will override earlier ones (only the conflict properties are overwritten; the non-conflict properties from all effect events can be effective at the same time).
The time-dependent properties x
and y
are in the canvas coordinate system,
and it specifies the position of the center of the top edge of the top center HUD.
The time-dependent property rotation
has the positive direction clockwise.
The time-dependent property data
sets the progress bar value,
with 0.0
meaning just starting and 1.0
meaning finished.
It only affects the appearance of the progress bar instead of the actual progress of the music.
effectTipPoint
type
: "effectTipPoint"
.properties
except the common ones:
tipPoint
: string.timeDependent
except the common ones:
x
: number (default value
: 0.0
).y
: number (default value
: 0.0
).filters
: yes.This event applies effects to a tip point,
specified by the tipPoint
property.
The time-dependent properties x
and y
are in chart coordinates,
different from those of other effect events.
The time-dependent property rotation
has the positive direction counterclockwise.
effectMultiple
type
: "effectMultiple"
.properties
except the common ones:
from
(optional): string (default: "imagesAboveNone"
).to
(optional): string (default: "imagesAboveFxFront"
).timeDependent
except the common ones:
x
: number (default value
: 0.5
).y
: number (default value
: 0.5
).pivotX
: number (default value
: 0.5
).pivotY
: number (default value
: 0.5
).filters
: yes.This event applies effects to multiple layers of UI elements,
including the background, the notes, the tip points, etc.
To choose what are affected, use the from
and to
properties.
Possible values for from
and to
are:
"imagesAboveNone"
, "background"
, "imagesAboveBackground"
,
"bgPattern"
, "imagesAboveBgPattern"
, "hud"
, "imagesAboveHud"
,
"fx"
, "imagesAboveFx"
, "judgementLine"
, "imagesAboveJudgementLine"
,
"bgNotes"
, "imagesAboveBgNotes"
, "notes"
, "imagesAboveNotes"
,
"circles"
, "imagesAboveCircles"
, "tipPoints"
,
"imagesAboveTipPoints"
, "fxFront"
, and "imagesAboveFxFront"
.
The two layers specified by from
and to
and all the layers in between
are affected by the effect event.
Multiple effects that do not affect any common layers can happen at the same time, but if two effects affect the same layer, only one can happen at a time, and the later-started one will override the earlier one. It does not matter whether they have conflicting time-dependent properties, but all of them are overwritten.
The time-dependent properties x
and y
are in the canvas coordinate system.
The time-dependent properties pivotX
and pivotY
specify the pivot point,
which is the point around which rotation
applies the rotation
and also the point whose coordinates are specified by x
and y
.
The time-dependent property rotation
has the positive direction clockwise.
The coordinate system is a Cartesian coordinate system. The origin is at the center of the screen. The positive direction of the -axis is to the right, and the positive direction of the -axis is to the top, as in conventions in mathematics.
To give you the sense of how large is a unit length, the radius of a note (except drag notes, which are smaller) is .
It is guaranteed that the area is visible inside the screen (this is not the case in Lyrica), but it is recommended to keep all notes inside the area .
For those events that have x
and y
in their properties
,
the two numbers specify the Cartesian coordinates of the center of the event.
TODO: canvas coordinates
Some types of events can have tipPoint
in their properties
,
and those events are called tip-pointable events,
including tap
, hold
, drag
, flick
, placeholder
, and bgNote
.
Events are connected by one tip point if they have the same tipPoint
value in their properties
.
Those events whose tipPoint
is null
do not have a tip point connecting them.
A tip point does not have hard limits on how long it exists, how fast it travels, or how many events it connects. It can travel at infinite speed (when connecting two simultaneous events at different positions) or at zero speed (when connecting two non-simultaneous events at the same position).
In Lyrica, there is no such notion as placeholder
,
and bgNote
is not tip-pointable.