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Gameplay Objects

Swifter edited this page Mar 9, 2025 · 4 revisions

Prerequisites

Property Translations

What is this?

Raw JSON ReMapper
customData.color chromaColor

Fake Objects

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
})

Life

All gameplay objects (objects that show up physically) have life, lifeStart, and lifeEnd properties.

  • life is 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.
  • lifeStart is the beat that the object's lifetime begins. This is not to be confused with beat, which is typically halfway through it's lifetime.
  • lifeEnd is 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
})

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