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level.disp.Distillery

level.disp.Distillery

Inherits from: level.BiomeDisp

Fields

NameType
glowShadershader.GlowKey
bgGlowShadershader.GlowKey
pshhtMachineshl.types.ArrayObj
sbDisplaceFxlibs.heaps.slib.HSpriteBatch
sbEmberFxlibs.heaps.slib.HSpriteBatch
sbLampFxlibs.heaps.slib.HSpriteBatch
groupArchesAddlibs.heaps.StaticGeometryGroup
groupMiddleAddlibs.heaps.StaticGeometryGroup
groupFrontAddlibs.heaps.StaticGeometryGroup
godRayshl.types.ArrayObj
archInfohl.types.ArrayObj
zoneshl.types.ArrayObj
archSetFlagsI32
archAbortFlagsI32
incrFrontF64
incrMiddleF64

Protos

  • f@32960 getStampWallThreshold(level.disp.Distillery) → F64
  • f@32961 decorateRoom(level.disp.Distillery, level.Room) → Void
  • f@32962 decorateLevel(level.disp.Distillery) → Void
  • f@32963 addFloorWallJunks(level.disp.Distillery) → Void
  • f@32964 getRandomFittingTile(level.disp.Distillery, I32, I32, hl.types.ArrayObj) → h2d.Tile
  • f@32965 parsePlatform(level.disp.Distillery, I32, I32, I32, I32, I32) → Void
  • f@32966 selectArch(level.disp.Distillery, I32, I32) → Virtual[frame, h, w]
  • f@32967 drawArches(level.disp.Distillery, I32, I32, I32, I32) → Void
  • f@32968 canStampOn(level.disp.Distillery, I32) → Bool
  • f@32969 renderBackWalls(level.disp.Distillery) → Void
  • f@32970 addLamp(level.disp.Distillery, F64, F64, Ref) → Void
  • f@32971 archParallaxCallback(level.disp.Distillery, I32, I32, I32, I32, F64, F64, F64, F64) → Void
  • f@32972 renderFrontCorner(level.disp.Distillery, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Void
  • f@32973 addFXLight(level.disp.Distillery, String, I32, F64, F64, F64, F64, Ref) → Void
  • f@32974 onAddFloorJunk(level.disp.Distillery, Virtual[id, name, once, tile], F64, F64, I32, I32, I32, I32) → Void
  • f@32975 onAddWallJunk(level.disp.Distillery, Virtual[id, name, once, tile], F64, F64, I32, I32, I32, I32) → Void
  • f@32976 updateBiomeFx(level.disp.Distillery) → Void
  • f@32977 addSuspendedBottle(level.disp.Distillery, I32, I32, I32, Ref) → Void
  • f@32978 render(level.disp.Distillery) → Void
  • f@32979 postUpdate(level.disp.Distillery) → Void
  • f@32980 addGodRays(level.disp.Distillery, I32, I32, I32, I32) → Void
  • f@32981 onDispose(level.disp.Distillery) → Void

Bindings

  • static f@32959 __constructor__(level.disp.Distillery, pr.Level, level.LevelMap) → Void