level.disp.Bank
level.disp.Bank
Inherits from: level.BiomeDisp
Fields
| Name | Type | |
|---|---|---|
darkSprites | hl.types.ArrayObj | |
candleLights | libs.heaps.slib.HSpriteBatch |
Protos
f@32712render(level.disp.Bank) → Voidf@32713decorateLevel(level.disp.Bank) → Voidf@32714addStoneStamps(level.disp.Bank) → Voidf@32715decorateRoom(level.disp.Bank, level.Room) → Voidf@32716decorateZone(level.disp.Bank, level.DecoZone) → Voidf@32717addSuspendedChest(level.disp.Bank, level.DecoZone, I32, I32, I32) → Voidf@32718addAlcoves(level.disp.Bank, level.DecoZone, I32) → Voidf@32719renderStructures(level.disp.Bank) → Voidf@32720renderBackWalls(level.disp.Bank) → Voidf@32721renderTorches(level.disp.Bank) → Voidf@32722getStampWallThreshold(level.disp.Bank) → F64f@32723canStampOnAlt(level.disp.Bank, I32, Ref) → Boolf@32724addWallStamp(level.disp.Bank, I32, I32, I32, String) → Boolf@32725addCeilingStamps(level.disp.Bank, String, Null, Null) → Voidf@32726addCeilingStampTile(level.disp.Bank, I32, I32, h2d.Tile) → Voidf@32727canAddWallPatternOn(level.disp.Bank, I32) → Boolf@32728tryAddWallPattern(level.disp.Bank, I32, I32, I32, String) → Boolf@32729renderWindows(level.disp.Bank) → Voidf@32730canPlaceWindowAt(level.disp.Bank, I32, I32, I32) → Boolf@32731checkWindowBorder(level.disp.Bank, I32, I32) → Boolf@32732isOnlyCollision(level.disp.Bank, I32, I32) → Boolf@32733renderWallTransitions(level.disp.Bank) → Voidf@32734clear(level.disp.Bank) → Voidf@32735onDispose(level.disp.Bank) → Void
Bindings
- static
f@32711__constructor__(level.disp.Bank, pr.Level, level.LevelMap) → Void