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Gameplay Objects
Swifter edited this page Mar 9, 2025
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- Learn about beatmap objects before continuing.
| Raw JSON | ReMapper |
|---|---|
customData.color |
chromaColor |
All objects that have "fake" arrays (fakeColorNotes, fakeBombNotes, fakeObstacles, etc.) are simply flagged as fake with a "fake" parameter. On save, they're split back into their respective arrays.
If you want to create a fake object, you can simply flag it with fake: true.
rm.colorNote(map, {
fake: true
})All gameplay objects (objects that show up physically) have life, lifeStart, and lifeEnd properties.
-
lifeis the duration of the object's lifetime in beats. This is calculated based on the note's jump speed, offset, and the song's BPM. If it is set, it will also use these factors. -
lifeStartis the beat that the object's lifetime begins. This is not to be confused withbeat, which is typically halfway through it's lifetime. -
lifeEndis the beat that the object's lifetime ends.
lifeStart and lifeEnd both set beat and are mutually exclusive.
lifeStart and lifeEnd are calculated from life, so they should be set after.
// This object will spawn at beat 1 and stay for 4 beats
rm.colorNote(map, {
life: 4,
lifeStart: 1
})- Info
- Difficulty
- Beatmap Objects
- Gameplay Objects
- Walls
- Basic Notemods
- Note Iterators
- Basic Events
- V3 Events
- Custom Events
- Heck Tracks and Animation
- Easings
- Point Types
- Point Utilities
- Heck Animation Baking
- Heck Animation Settings
Non-Vivify Models
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