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level.disp.Greenhouse

level.disp.Greenhouse

Inherits from: level.DynamicBiomeDisp

Fields

NameType
fogshl.types.ArrayObj
glowShadershader.GlowKey
groupAlphalibs.heaps.StaticGeometryGroup
horizonCYI32
horizonYF64
centerXF64
surfaceDecklibs.RandList
undergroundDecklibs.RandList

Protos

  • f@33097 computeHorizonY(level.disp.Greenhouse) → Void
  • f@33098 render(level.disp.Greenhouse) → Void
  • f@33099 onDispose(level.disp.Greenhouse) → Void
  • f@33100 isInGreenhouse(level.disp.Greenhouse, level.Room) → Bool
  • f@33101 decorateLevel(level.disp.Greenhouse) → Void
  • f@33102 renderFrontCorner(level.disp.Greenhouse, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Void
  • f@33103 addFlask(level.disp.Greenhouse, String, F64, F64, Ref, Ref, Null) → Void
  • f@33104 decorateRoom(level.disp.Greenhouse, level.Room) → Void
  • f@33105 placeWindowsInRect(level.disp.Greenhouse, libs.tilemap.Rectangle, I32, String, I32, String, I32, String, I32) → Bool
  • f@33106 placeWindow(level.disp.Greenhouse, I32, I32, I32, I32, String, I32, String, I32, String, I32) → Void
  • f@33107 generateParallax(level.disp.Greenhouse, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Parallax
  • f@33108 generateParallaxGroup(level.disp.Greenhouse, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → ParallaxGroup
  • f@33109 renderParallax(level.disp.Greenhouse, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], String) → Void
  • f@33110 initJunkDecks(level.disp.Greenhouse) → Void
  • f@33111 addJunk(level.disp.Greenhouse, level.DecoZone) → Void
  • f@33112 addJunkInFloorZone(level.disp.Greenhouse, level.DecoZone, F64, libs.RandList) → Void
  • f@33113 getBlendRatioAt(level.disp.Greenhouse, F64, F64) → F64
  • f@33114 heroLightUpdate(level.disp.Greenhouse) → Void
  • f@33115 postUpdate(level.disp.Greenhouse) → Void

Bindings

  • static f@33096 __constructor__(level.disp.Greenhouse, pr.Level, level.LevelMap, String, String) → Void