Returns the base name of file path.
Returns the number passed to the function followed by its suffix ("th", "nd", and so on).
Returns an Actor definition for the actor at sPath. If sPath points to a Lua file, any additional arguments will be passed to that script.
Set the fractional horizontal alignment of the Actor according to fAlign which should be a float in the range 0..1. An alignment of 0 is left aligned while an alignment of 1 is right aligned. See for the common case.
Set the horizontal alignment of the Actor according to align. See for fractional alignment.
Set the fractional vertical alignment of the Actor according to fAlign which should be a float in the range 0..1. An alignment of 0 is top aligned while an alignment of 1 is bottom aligned. See for the common case.
Set the vertical alignment of the Actor according to align. See for fractional alignment.
Set the x position of the Actor to xPos.
Set the y position of the Actor to yPos.
Set the z position of the Actor to zPos.
This Actor represents a playable sound. There are two attributes that can be set on load.
* SupportPan - Let the sound pan from side to side.
* SupportRateChanging - Let the sound change rate and pitch.
Returns the that can be played by this Actor.
Loads the sound at sPath.
Play the sound.
Play the sound on the given player's side. You must set SupportPan = true on load.
Returns the text.
If bJitter is true, move each character of the string around by a small random amount.
Set the maximum height of the unzoomed text to fHeight. If fHeight is 0, then there is no maximum height.
Set the maximum width of the unzoomed text to fWidth. If fWidth is 0, then there is no maximum width.
If true, set each character of the text in turn to the rainbow colors in the metrics BitmapText::RainbowColor#.
Set the text to sText.
Add iSpacing pixels of padding between lines of text.
Wrap the unzoomed text at iWidth pixels. If you or by x and you want the text wrapped at width, then you should use wrapwidthpixels(width/x).
Returns the name of the game such as "dance" or "pump".
Returns an array of s corresponding to Human players.
See for loading a sound.
Set the value of sProperty to fVal. The supported properties depend on how the associated was loaded.
Set the pitch to fPitch. The associated have SupportsRateChanging = true on load.
Set the speed (that is, the rate at which the sound plays) to fSpeed. The associated must have SupportsRateChanging = true on load.
Returns true if a single has its NoteField centered.
Returns the for the specified pn.
Returns the next in the current .
Returns the displayed artist of the song.
Returns the displayed full title of the song, including subtitle.
Returns the displayed main title of the song.
Returns the transliterated artist of the song.
Returns the transliterated full title of the song, including subtitle.
Returns the transliterated main title of the song.
Returns true if the song meets the criteria for a "Long Version".
Returns true if the song meets the criteria for "Marathon" length.
Horizontal alignment. See .
Vertical alignment. See .