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level.disp.Castle

level.disp.Castle

Inherits from: level.BiomeDisp

Fields

NameType
biomeString
glowShadershader.GlowKey
bgGlowShadershader.GlowKey
sprGchl.types.ArrayObj
lightFxshl.types.ArrayObj
torchLightshl.types.ArrayObj
godRayshl.types.ArrayObj
sbAlcovesTorcheslibs.heaps.slib.HSpriteBatch
alcoveGlowshl.types.ArrayObj
groundWallDeckshl.types.ArrayObj
groundWallDecksLhl.types.ArrayObj
groundWallDecksRhl.types.ArrayObj
landmarksActivatedBool
torchBackh2d.Tile
shovelPaintPlacedBool

Protos

  • f@32798 getStampWallThreshold(level.disp.Castle) → F64
  • f@32799 getFloorJunkNames(level.disp.Castle) → String
  • f@32800 getWallJunkNames(level.disp.Castle) → String
  • f@32801 getHighlightColor(level.disp.Castle) → String
  • f@32802 getOverWaterLight(level.disp.Castle) → String
  • f@32803 decorateRoom(level.disp.Castle, level.Room) → Void
  • f@32804 getSpecificJunkName(level.disp.Castle) → String
  • f@32805 getSpecificJunkGlowName(level.disp.Castle) → String
  • f@32806 render(level.disp.Castle) → Void
  • f@32807 decorateLevel(level.disp.Castle) → Void
  • f@32808 addColumn(level.disp.Castle, I32, I32, I32, Ref) → Void
  • f@32809 decorateZone(level.disp.Castle, level.DecoZone) → Void
  • f@32810 addStatues(level.disp.Castle, level.DecoZone) → Void
  • f@32811 canStampOn(level.disp.Castle, I32) → Bool
  • f@32812 canAddTorch(level.disp.Castle, I32, I32) → Bool
  • f@32813 addAlcoves(level.disp.Castle, level.DecoZone, I32, String, I32) → Void
  • f@32814 createHoleGrid(level.disp.Castle, level.Room, hl.types.ArrayObj) → hl.types.ArrayObj
  • f@32815 postUpdate(level.disp.Castle) → Void
  • f@32816 updateBiomeFx(level.disp.Castle) → Void
  • f@32817 clear(level.disp.Castle) → Void
  • f@32818 onDispose(level.disp.Castle) → Void
  • f@32819 renderBackground(level.disp.Castle) → Void

Bindings

  • static f@32797 __constructor__(level.disp.Castle, pr.Level, level.LevelMap, String) → Void