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borksy_config.txt
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borksy_config.txt
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BITSYMUSE
// Put entries in this list for each audio file you want to use
// the key will be the id needed to play it in dialog tags and the musicByRoom options below,
// and the value will be the properties of the corresponding <audio> tag (e.g. src, loop, volume)
// `src` can be either a string, or an array of strings (to support fallbacks in different formats)
// Note: you can add <audio> tags to the html manually if you prefer
audio: {
'caveCheery': { src: ['./audio/mp3/caveCheery.mp3', './audio/ogg/caveCheery.ogg'], loop: true },
'caveGloomy': { src: ['./audio/mp3/caveGloomy.mp3', './audio/ogg/caveGloomy.ogg'], loop: true },
'credits': { src: ['./audio/mp3/credits.mp3', './audio/ogg/credits.ogg'], loop: true },
'house': { src: ['./audio/mp3/house.mp3', './audio/ogg/house.ogg'], loop: true },
'journalCheery': { src: ['./audio/mp3/journalCheery.mp3', './audio/ogg/journalCheery.ogg'], loop: true },
'journalGloomy': { src: ['./audio/mp3/journalGloomy.mp3', './audio/ogg/journalGloomy.ogg'], loop: true },
'outsideCheery': { src: ['./audio/mp3/outsideCheery.mp3', './audio/ogg/outsideCheery.ogg'], loop: true },
'outsideGloomy': { src: ['./audio/mp3/outsideGloomy.mp3', './audio/ogg/outsideGloomy.ogg'], loop: true },
'reflections': { src: ['./audio/mp3/reflections.mp3', './audio/ogg/reflections.ogg'], loop: true },
'crash': { src: ['./audio/mp3/Scrash.mp3', './audio/ogg/Scrash.ogg'], volume: 0.5 },
'launch': { src: ['./audio/mp3/Slaunch.mp3', './audio/ogg/Slaunch.ogg'], volume: 0.5 },
},
// Put entries in this list for every room ID or name that will change the music
// If the player moves between rooms with the same audio ID, the music keeps playing seamlessly.
// Undefined rooms will keep playing whatever music they were last playing
musicByRoom: {
0: 'house',
1: 'outsideCheery',
3: 'S',
4: 'outsideCheery',
5: 'outsideCheery',
6: 'outsideCheery',
7: 'outsideCheery',
8: 'caveCheery',
9: 'outsideGloomy',
a: 'outsideGloomy',
b: 'caveGloomy',
c: 'reflections',
d: 'outsideGloomy',
f: 'caveGloomy',
g: 'outsideGloomy',
h: 'S',
},
silenceId: 'S', // Use this song ID to make a room fall silent.
resume: false, // If true, songs will pause/resume on change; otherwise, they'll stop/play (doesn't affect sound effects)
CLOSE ON ENDING
DYNAMIC BACKGROUND
// which palette colour to use for the background
// 0 = background
// 1 = tile
// 2 = sprite
default: 0,
// entries here will override the default for the given room
byRoom: {
},
FAVICON FROM SPRITE
SPRITE_NAME: '', // Sprite name as entered in editor (not case-sensitive). Defaults to player avatar.
PALETTE_ID: 0, // Palette name or number to draw colors from. (Names not case-sensitive.)
BG_COLOR_NUM: 0, // Favicon background color in palette. 0 = BG, 1 = Tile, 2 = Sprite.
FG_COLOR_NUM: 2, // Favicon sprite color in palette. 0 = BG, 1 = Tile, 2 = Sprite.
PIXEL_PADDING: 1, // Padding around sprite, in Bitsy pixel units.
ROUNDED_CORNERS: true, // Should the favicon have rounded corners? (Suggest margin 2px if rounding.)
FRAME_DELAY: 400, // Frame change interval (ms) if sprite is animated. Use `Infinity` to disable.
LONG DIALOG
minRows: 2,
maxRows: 6,