ViewModelConfig
Since 0.6
Signature
export interface ViewModelConfig {
/** Frames by name. */
frames: Record<string, ViewModelFrame>
/** The frames drawn at the start. Default the first one. */
show?: string[]
/** The virtual canvas, in pixels. Default 320 × 200. */
virtualSize?: Vec2
/** Where every frame's pivot lands on the canvas, in virtual pixels. Default bottom-centre. */
anchor?: Vec2
/** Virtual pixels per source pixel. Default 1. */
scale?: number
/** Virtual pixels the bob swings sideways and dips at full walking speed. Default `[6, 5]`. */
bob?: Vec2
/** Draw without smoothing, texel for texel: pixel art. Default false. */
pixelated?: boolean
/**
* The fraction of the screen's height, from the bottom, the view-model keeps clear: a status bar
* the game draws there stays readable, and the weapon is cut off at the bar's top edge instead of
* the screen's, as a status bar over it would cut it. 0 to 0.5; default 0.
*/
clearBottom?: number
/** The UI screen it registers. Default `"viewmodel"`. */
screen?: string
/** The input context the game plays in; the view-model is put up only while it is live. Default `"gameplay"`. */
gameplayContext?: string
}
Import: import type { ViewModelConfig } from "@argus/gameplay"
Members
| Member | Signature | Description |
|---|---|---|
frames | frames: Record<string, ViewModelFrame> | Frames by name. |
show | show?: string[] | The frames drawn at the start. Default the first one. |
virtualSize | virtualSize?: Vec2 | The virtual canvas, in pixels. Default 320 × 200. |
anchor | anchor?: Vec2 | Where every frame's pivot lands on the canvas, in virtual pixels. Default bottom-centre. |
scale | scale?: number | Virtual pixels per source pixel. Default 1. |
bob | bob?: Vec2 | Virtual pixels the bob swings sideways and dips at full walking speed. Default [6, 5]. |
pixelated | pixelated?: boolean | Draw without smoothing, texel for texel: pixel art. Default false. |
clearBottom | clearBottom?: number | The fraction of the screen's height, from the bottom, the view-model keeps clear: a status bar the game draws there stays readable, and the weapon is cut off at the bar's top edge instead of the screen's, as a status bar over it would cut it. 0 to 0.5; default 0. |
screen | screen?: string | The UI screen it registers. Default "viewmodel". |
gameplayContext | gameplayContext?: string | The input context the game plays in; the view-model is put up only while it is live. Default "gameplay". |