SB object/sprite call
For objects in osu! and Beatmapping, see: Hit Objects
In Storyboarding, Objects are sprites or animations that appear on the screen and make up the storyboard. Instances of SB-specific audio can also be considered to be objects; however, for clarity, they have their own section of this guide.
To call an instance of a sprite (a still image) or an animation, use a single line in the [Events]
section of an .osb or .osu file.
Basic image | Moving image |
---|---|
Sprite,(layer),(origin),"(filepath)",(x),(y) | Animation,(layer),(origin),"(filepath)",(x),(y),(frameCount),(frameDelay),(looptype) |
Where:
Layers have these values:
Value | Layer |
---|---|
0 | Background |
1 | Fail |
2 | Pass |
3 | Foreground |
Origins have these values:
Value | Origin |
---|---|
0 | TopLeft |
1 | Centre |
2 | CentreLeft |
3 | TopRight |
4 | BottomCentre |
5 | TopCentre |
6 | Custom (same effect as TopLeft, but should not be used) |
7 | CentreRight |
8 | BottomLeft |
9 | BottomRight |
For animation only
frameCount = 2
.frameDelay = 500
.Take note that there is no indication of when the object should appear. That is entirely up to the commands themselves. The order of the object declarations in the .osu or .osb file only affects what overlaps what; it has no bearing on when the object appears (although it's conventional to keep the declarations ordered based on when they appear anyway).
Basic image | Moving image |
---|---|
Sprite,(layer),(origin),"(filepath)",(x),(y) | Animation,(layer),(origin),"(filepath)",(x),(y),(frameCount),(frameDelay),(looptype) |
Some examples of object declarations:
Sprite,Pass,Centre,"Text\Play2-HaveFunH.png",320,240
This declares a still image (sprite) based on the "Play2-HaveFunH.png" file located in the "Text" folder. The image appears on the Pass layer, and the centre (centre) of the image will be located at (320,240) on the game screen (the exact centre of the screen).
Animation,Fail,BottomCentre,"Other\Play3\explosion.png",418,108,12,31,LoopForever
This declares an animation, whose frames can be found as "explosion0.png", "explosion1.png", ..., "explosion11.png" in the "Play3" folder of the "Other" folder. The image appears on the Fail layer, and the bottom centre of the image will be located at (418,108) on the game screen. There are 12 frames in the animation (hence why the last frame is named "explosion11.png"), and there is a 31 millisecond delay between each frame (thus the animation takes 31 * 12 = 372 milliseconds to loop once). After the game has displayed the last frame for 31 milliseconds, it moves back to the first frame, continuing until the object is no longer appearing on the screen.