level.disp.Castle
level.disp.Castle
Inherits from: level.BiomeDisp
Fields
| Name | Type | |
|---|---|---|
biome | String | |
glowShader | shader.GlowKey | |
bgGlowShader | shader.GlowKey | |
sprGc | hl.types.ArrayObj | |
lightFxs | hl.types.ArrayObj | |
torchLights | hl.types.ArrayObj | |
godRays | hl.types.ArrayObj | |
sbAlcovesTorches | libs.heaps.slib.HSpriteBatch | |
alcoveGlows | hl.types.ArrayObj | |
groundWallDecks | hl.types.ArrayObj | |
groundWallDecksL | hl.types.ArrayObj | |
groundWallDecksR | hl.types.ArrayObj | |
landmarksActivated | Bool | |
torchBack | h2d.Tile | |
shovelPaintPlaced | Bool |
Protos
f@32798getStampWallThreshold(level.disp.Castle) → F64f@32799getFloorJunkNames(level.disp.Castle) → Stringf@32800getWallJunkNames(level.disp.Castle) → Stringf@32801getHighlightColor(level.disp.Castle) → Stringf@32802getOverWaterLight(level.disp.Castle) → Stringf@32803decorateRoom(level.disp.Castle, level.Room) → Voidf@32804getSpecificJunkName(level.disp.Castle) → Stringf@32805getSpecificJunkGlowName(level.disp.Castle) → Stringf@32806render(level.disp.Castle) → Voidf@32807decorateLevel(level.disp.Castle) → Voidf@32808addColumn(level.disp.Castle, I32, I32, I32, Ref) → Voidf@32809decorateZone(level.disp.Castle, level.DecoZone) → Voidf@32810addStatues(level.disp.Castle, level.DecoZone) → Voidf@32811canStampOn(level.disp.Castle, I32) → Boolf@32812canAddTorch(level.disp.Castle, I32, I32) → Boolf@32813addAlcoves(level.disp.Castle, level.DecoZone, I32, String, I32) → Voidf@32814createHoleGrid(level.disp.Castle, level.Room, hl.types.ArrayObj) → hl.types.ArrayObjf@32815postUpdate(level.disp.Castle) → Voidf@32816updateBiomeFx(level.disp.Castle) → Voidf@32817clear(level.disp.Castle) → Voidf@32818onDispose(level.disp.Castle) → Voidf@32819renderBackground(level.disp.Castle) → Void
Bindings
- static
f@32797__constructor__(level.disp.Castle, pr.Level, level.LevelMap, String) → Void