Kitsu for NotITG API Reference

Kitsu Template for Project OutFox

Kitsu for NotITG API Reference


Standard Lib

Global  
SCREEN: ActorFrame Top screen
SW, SH: float, float Screen width, screen height
SCX, SCY: float, float Screen center X, screen center Y
DT: float Time since last update via frame
TICK: float Time since last update via ticks
CONST_TICK: bool If mods and nodes should be processed by ticks instead of delta
TICKRATE: int Rate at which mods and nodes are processed
BEAT: float Current beat in song
BPS: float Current beats per second
BPM: float Current beats per minute
BPT: float Current beats per tick
SPB: float Current seconds per beat
TPB: float Current ticks per beat
CENTER_PLAYERS: bool If players should be centered on the screen
SRT_STYLE: bool If file should hide screen elements and leave only playfields
printerr(msg: string): function Print error to console
event: InputEvent (table) Game input event
deepcopy(t: table): table Deep copies a table to a variable
require(library: string): variant Loads and returns a library from the lib folder
InputEvent  
button: InputEventButton (string) Button pressed
type: InputEventType (string) Button activation type
PlayerNumber: int Player number (zero-index)
controller: GameController (string) Game Controller
DeviceInput.level: int Analog input level

Modsbuilder

Base  
Mods.new(): ModBranch Create and return a new ModBranch.
Mods.GetModTree(): table Returns the mod tree.
ModBranch  
InsertMod(start: float, len: float, ease: function, {{percent: float, mod: string}, …}, [offset]: float, [pn]: int): table Insert a mod into a ModBranch. Returns mod inserted.
Default({{percent: float, mod: string}, …}) Insert default mods into a ModBranch.
MirinMod({start: float, len: float, ease: function, percent: float, mod: string, …}, [offset]: float, [pn]: int): table Use Mirin style to insert mod. Returns mod inserted.
ExschMod(start: float, end: float, start_percent: float, end_percent: float, mod: string, timing: string, ease: function, [pn]: int): table Use Exschwasion style to insert mod. Returns mod inserted.
AddToModTree() Add a ModBranch to the mod tree.

Nodebuilder

Base  
Node.new(type: string): Node Create and return a new Node.
Node.GetNodeTree(): table Returns the node tree.
Node  
AttachScript(path: string) Attach a script to a Node.
SetReady(func: function(self)) Set a Node’s ready function to run when Node is ready.
SetUpdate(func: function(self, dt)) Set a Node’s update function to run on every update.
SetInput(func: function(self, event)) Set a Node’s input function to run on every InputEvent.
SetDraw(func: function(self)) Set a Node’s draw function to run on every draw. (untested!)
AddToNodeTree() Add a Node to the node tree.

Corope

Official Docs
WIP

Enums

InputEventButton  
“Left” Left Button
“Down” Left Button
“Up” Left Button
“Right” Left Button
“Start” Start Button
“Back” Back Button
InputEventType  
“InputEventType_FirstPress” First Press
“InputEventType_Repeat” Repeat
“InputEventType_Release” Release
GameController  
“GameController_1” Game Controller 1
“GameController_2” Game Controller 2
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