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level.BiomeDisp

level.BiomeDisp

Inherits from: level.LevelDisp

Fields

NameType
holeGenlevel.HoleGenerator
holeCptI32
bgScrollshl.types.ArrayObj
objPointshaxe.ds.StringMap
lightPointshl.types.ArrayObj
lanternshl.types.ArrayObj
lightFXhl.types.ArrayObj
outsideJunkDecklibs.RandDeck
floorJunkDecklibs.RandDeck
floorWallJunkDecklibs.RandDeck
wallJunkDecklibs.RandDeck
floorStampDeckshl.types.ArrayObj
floorStampDecksLhl.types.ArrayObj
floorStampDecksRhl.types.ArrayObj
floorStampDecksLRhl.types.ArrayObj
waterPoolshl.types.ArrayObj
voronoih2d.col.Voronoi
tmpBoundsh2d.col.Bounds
bossFlagshl.types.ArrayObj
fxTorchString
fxBraseroString
fxCauldronString
fxTorchEmitterColorI32
useTorchEmitterBool
junkModelevel.JunkMode
posFlaskshl.types.ArrayObj
floorStampOffsetI32
bigFrontCornerMinHeiI32
floorJunkTileGrouplibs.heaps.StaticGeometryGroup
dirtTileBoundarieshl.types.ArrayObj
flipPlantsVerticallyBool
waterLayerI32
wallHorizontalTrHeightPoolhl.types.ArrayBytes_Int
wallVerticalTrWidthPoolhl.types.ArrayBytes_Int
torchConfLightIdString
junkDecoFlagsNull
staticNOISE_FREQShl.types.ArrayBytes_Float
staticNOISE_WEIGHTShl.types.ArrayBytes_Float

Protos

  • f@8954 fillDecks(level.BiomeDisp) → Void
  • f@8955 fillJunkDecks(level.BiomeDisp) → Void
  • f@8956 fillStampDecks(level.BiomeDisp) → Void
  • f@8957 initDecoEntities(level.BiomeDisp) → Void
  • f@8958 flaskPosValid(level.BiomeDisp, F64, F64) → Bool
  • f@8959 getNewPosFlask(level.BiomeDisp, libs.Rand, level.Room, hl.types.ArrayObj) → tool.FPoint
  • f@8960 canPlaceLoreDeco(level.BiomeDisp, level.Marker, I32, I32, Null, Null, Null, Null, Fun, Null, Null, Ref, Ref) → Bool
  • f@8961 addLoreDeco(level.BiomeDisp, level.Marker, I32, I32, Null, Null, Null, Null, Fun, Null, Null, Ref, Ref) → Void
  • f@8962 addFireDeco(level.BiomeDisp, level.Marker, I32, I32, Null, Null, Null, Null, Fun, Null, Null, Ref, Ref) → Void
  • f@8963 addGodRayDeco(level.BiomeDisp, level.Marker, I32, I32, Null, Null, Null, Null, Fun, Null, Null, Ref, Ref) → Void
  • f@8964 initFlasks(level.BiomeDisp, level.Room) → Void
  • f@8965 initBossParts(level.BiomeDisp, level.Room, hl.types.ArrayObj, Ref) → Void
  • f@8966 getStampWallThreshold(level.BiomeDisp) → F64
  • f@8967 renderBackWalls(level.BiomeDisp) → Void
  • f@8968 renderWallStamps(level.BiomeDisp) → Void
  • f@8969 renderLadders(level.BiomeDisp) → Void
  • f@8970 getPositionId(level.BiomeDisp, I32, I32, I32) → I32
  • f@8971 renderFrontWalls(level.BiomeDisp) → Void
  • f@8972 renderDirt(level.BiomeDisp, haxe.ds.IntMap) → Void
  • f@8973 computeDirtTileBoundaries(level.BiomeDisp, haxe.ds.IntMap) → Void
  • f@8974 createDirtTileFromBoundaries(level.BiomeDisp) → Void
  • f@8975 renderOneWay(level.BiomeDisp, I32, I32, Bool, Bool, Bool) → Void
  • f@8976 getHighlightColor(level.BiomeDisp) → String
  • f@8977 renderFrontCorner(level.BiomeDisp, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Void
  • f@8978 renderFloorStamps(level.BiomeDisp) → Void
  • f@8979 renderSlopes(level.BiomeDisp) → Void
  • f@8980 renderFakeBlackWalls(level.BiomeDisp) → Void
  • f@8981 isValidForPlants(level.BiomeDisp, I32, I32) → Bool
  • f@8982 renderFrontVegetation(level.BiomeDisp) → Void
  • f@8983 renderGroundSmoke(level.BiomeDisp) → Void
  • f@8984 getOverWaterLight(level.BiomeDisp) → String
  • f@8985 renderWaterPools(level.BiomeDisp) → Void
  • f@8986 getForcedWallTrWidth(level.BiomeDisp) → I32
  • f@8987 listWallTransitions(level.BiomeDisp) → hl.types.ArrayObj
  • f@8988 getSlicingForWallTransition(level.BiomeDisp, I32, String, hl.types.ArrayBytes_Int) → hl.types.ArrayBytes_Int
  • f@8989 renderHorizontalWallTransition(level.BiomeDisp, level.DecoTransition, Bool) → Void
  • f@8990 renderVerticalWallTransition(level.BiomeDisp, level.DecoTransition, Bool) → Void
  • f@8991 renderWallTransitions(level.BiomeDisp) → Void
  • f@8992 addCliffLights(level.BiomeDisp) → Void
  • f@8993 addFloorStamps(level.BiomeDisp, String, Null, Null) → Void
  • f@8994 _addFloorStamps(level.BiomeDisp, libs.tilemap.Rectangle, Bool, Bool) → Void
  • f@8995 addCeilingStamps(level.BiomeDisp, String, Null, Null) → Void
  • f@8996 addCeilingStampTile(level.BiomeDisp, I32, I32, h2d.Tile) → Void
  • f@8997 getOverStructureRects(level.BiomeDisp, String, I32) → hl.types.ArrayObj
  • f@8998 mergeOverStructureRects(level.BiomeDisp, hl.types.ArrayObj) → hl.types.ArrayObj
  • f@8999 renderOverStructure(level.BiomeDisp, hl.types.ArrayObj) → Void
  • f@9000 renderRoofs(level.BiomeDisp) → Void
  • f@9001 renderStructures(level.BiomeDisp) → Void
  • f@9002 addLightFX(level.BiomeDisp, String) → libs.heaps.slib.HSpriteBE
  • f@9003 addTorch(level.BiomeDisp, F64, F64, h2d.Tile, Ref) → Void
  • f@9004 addLantern(level.BiomeDisp, F64, F64, Ref) → Void
  • f@9005 addBrasero(level.BiomeDisp, I32, I32) → Void
  • f@9006 addCauldronBrasero(level.BiomeDisp, I32, I32, Ref, String) → Void
  • f@9007 addCandle(level.BiomeDisp, I32, I32) → Void
  • f@9008 isHole(level.BiomeDisp, level.Room, I32, I32, hl.types.ArrayObj) → Bool
  • f@9009 createHoleGrid(level.BiomeDisp, level.Room, hl.types.ArrayObj) → hl.types.ArrayObj
  • f@9010 createHoles(level.BiomeDisp, level.Room, Bool, Ref, Ref) → Void
  • f@9011 drawHoleStamps(level.BiomeDisp, level.Room, hl.types.ArrayObj) → Void
  • f@9012 addHoleBackground(level.BiomeDisp, level.Room, I32, I32, I32, I32) → Void
  • f@9013 addBgScroller(level.BiomeDisp, I32, I32, I32, I32, h2d.Tile, F64, Null, Ref, Null, h2d.BlendMode) → h2d.Bitmap
  • f@9014 addObject(level.BiomeDisp, String, I32, I32) → Void
  • f@9015 addEliteFront(level.BiomeDisp, I32, I32) → Void
  • f@9016 addCollectorDeco(level.BiomeDisp, level.Room) → Void
  • f@9017 decorateRoom(level.BiomeDisp, level.Room) → Void
  • f@9018 renderCustomLights(level.BiomeDisp, level.Room) → Void
  • f@9019 renderCustomDeco(level.BiomeDisp, level.Room) → Void
  • f@9020 hasObjectNear(level.BiomeDisp, String, I32, I32, F64) → Bool
  • f@9021 updateBiomeFx(level.BiomeDisp) → Void
  • f@9022 postUpdate(level.BiomeDisp) → Void
  • f@9023 canStampOn(level.BiomeDisp, I32) → Bool
  • f@9024 addWallStamp(level.BiomeDisp, I32, I32, I32, String) → Bool
  • f@9025 addJunk(level.BiomeDisp, level.DecoZone) → Void
  • f@9026 _addFloorJunk(level.BiomeDisp, level.DecoZone, F64) → Void
  • f@9027 _addWallJunk(level.BiomeDisp, level.DecoZone, F64, Ref) → Void
  • f@9028 onAddFloorJunk(level.BiomeDisp, Virtual[id, name, once, tile], F64, F64, I32, I32, I32, I32) → Void
  • f@9029 onAddWallJunk(level.BiomeDisp, Virtual[id, name, once, tile], F64, F64, I32, I32, I32, I32) → Void

Bindings

  • static f@9030 __constructor__(level.BiomeDisp, pr.Level, level.LevelMap, hl.types.ArrayObj) → Void