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level.disp.Lighthouse

level.disp.Lighthouse

Inherits from: level.DynamicBiomeDisp

Fields

NameType
waterBoundsh2d.col.Bounds
reflectYF64
frontYF64
horizonCYI32
horizonYF64
centerXF64
ratioF64
sbWaterFxlibs.heaps.slib.HSpriteBatch
sbLightWindowslibs.heaps.slib.HSpriteBatch
tileRoseshl.types.ArrayObj
sbRoseslibs.heaps.slib.HSpriteBatch
groupAlphalibs.heaps.StaticGeometryGroup
sbAddToplight.TopFx
sbToplight.TopFx
sbTopSmoglight.TopFx
sbTopSmogEmitterlibs.heaps.slib.HSpriteBatch
sbBottomlibs.heaps.slib.HSpriteBatch
manageren.AmazonManager
idecklibs.RandDeck
fireUnitWidthI32
glowShadershader.GlowKey
tw2libs.misc.Tweenie
reflectedHeroBool
fireSBlibs.heaps.slib.HSpriteBatch
fire2SBlibs.heaps.slib.HSpriteBatch
fireSBBacklibs.heaps.slib.HSpriteBatch
smogEmitterlibs.heaps.Emitter
smogEmitterVerticalOffsetCaseF64
flameFxArrayhl.types.ArrayObj
flameFxArray2hl.types.ArrayObj
smogFxhl.types.ArrayObj
flameFxBackArrayhl.types.ArrayObj
fireMaxEntitiesI32
incFlamePoolI32
fireVerticalRangeI32
fireMinSpeedForVerticalRangeF64
fireMaxSpeedForVerticalRangeF64
smogGradientSBlibs.heaps.slib.HSpriteBatch
smogGradientlibs.heaps.slib.HSpriteBE
smogGradientSquarelibs.heaps.slib.HSpriteBE
smogGradientNameString
smogGradientSquareNameString
smogGradientImageWidthI32
smogGradientImageHeightI32
smogGradientHeightF64
smogGradientSquareImageHeightI32
smogGradientSquareHeightF64
smogGradientOffsetF64
smogGradientColorI32
smogGradientMaxAlphaF64
smogGradientFrontSBlibs.heaps.slib.HSpriteBatch
smogGradientFrontlibs.heaps.slib.HSpriteBE
smogGradientFrontSquarelibs.heaps.slib.HSpriteBE
smogGradientFrontHeightF64
smogGradientFrontSquareHeightF64
smogGradientFrontOffsetF64
smogGradientFrontColorI32
smogGradientFrontMaxAlphaF64
smogGradientStartedBool
smogGradiengBossRoomScaleF64
smogGradiengBossRoomAlphaF64
fireDarkColorI32
fireLightColorI32
staticinvLerpFun

Protos

  • f@15788 computeHorizonY(level.disp.Lighthouse) → Void
  • f@15789 addWater(level.disp.Lighthouse) → Void
  • f@15790 renderRockBackground(level.disp.Lighthouse) → Void
  • f@15791 renderForeground(level.disp.Lighthouse) → Void
  • f@15792 render(level.disp.Lighthouse) → Void
  • f@15793 onDispose(level.disp.Lighthouse) → Void
  • f@15794 get_minXBgWallPx(level.disp.Lighthouse) → I32
  • f@15795 get_maxXBgWallPx(level.disp.Lighthouse) → I32
  • f@15796 initFire(level.disp.Lighthouse) → Void
  • f@15797 initSmogGradient(level.disp.Lighthouse, Bool) → Void
  • f@15798 addFire(level.disp.Lighthouse, I32, I32) → Void
  • f@15799 startSmogGradient(level.disp.Lighthouse) → Void
  • f@15800 setSmogGradientBossFightMode(level.disp.Lighthouse, Bool) → Void
  • f@15801 decorateZone(level.disp.Lighthouse, level.DecoZone) → Void
  • f@15802 addAlcoves(level.disp.Lighthouse, level.DecoZone) → Void
  • f@15803 decorateLevel(level.disp.Lighthouse) → Void
  • f@15804 addWallDeco(level.disp.Lighthouse, I32) → Void
  • f@15805 renderFrontCorner(level.disp.Lighthouse, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Void
  • f@15806 decorateRoom(level.disp.Lighthouse, level.Room) → Void
  • f@15807 addRoses(level.disp.Lighthouse, I32, I32, I32, F64, F64) → Void
  • f@15808 placeHoleInRect(level.disp.Lighthouse, libs.tilemap.Rectangle, I32, I32, hl.types.ArrayObj) → Bool
  • f@15809 placeWindowsInRect(level.disp.Lighthouse, libs.tilemap.Rectangle, I32, String, I32, String, I32, String, I32) → Bool
  • f@15810 placeWindow(level.disp.Lighthouse, I32, I32, I32, I32, String, I32, String, I32, String, I32) → Void
  • f@15811 addWindowFX(level.disp.Lighthouse, String, I32, I32, F64, F64) → libs.heaps.slib.HSpriteBE
  • f@15812 renderBackground(level.disp.Lighthouse) → Void
  • f@15813 renderWallTransitions(level.disp.Lighthouse) → Void
  • f@15814 createLightWalls(level.disp.Lighthouse) → Void
  • f@15815 renderBackWalls(level.disp.Lighthouse) → Void
  • f@15816 renderLadders(level.disp.Lighthouse) → Void
  • f@15817 addWallStamp(level.disp.Lighthouse, I32, I32, I32, String) → Bool
  • f@15818 generateParallax(level.disp.Lighthouse, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Parallax
  • f@15819 generateParallaxGroup(level.disp.Lighthouse, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → ParallaxGroup
  • f@15820 renderParallax(level.disp.Lighthouse, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], String) → Void
  • f@15821 heroLightUpdate(level.disp.Lighthouse) → Void
  • f@15822 getBlendRatioAt(level.disp.Lighthouse, F64, F64) → F64
  • f@15823 getBlendRatioFrom(level.disp.Lighthouse, F64, F64) → F64
  • f@15824 updateBiomeFx(level.disp.Lighthouse) → Void
  • f@15825 update(level.disp.Lighthouse) → Void
  • f@15826 postUpdate(level.disp.Lighthouse) → Void
  • f@15827 canBeDestroy(level.disp.Lighthouse, Entity) → Bool
  • f@15828 canPlaceLoreDeco(level.disp.Lighthouse, level.Marker, I32, I32, Null, Null, Null, Null, Fun, Null, Null, Ref, Ref) → Bool

Bindings

  • static f@15787 __constructor__(level.disp.Lighthouse, pr.Level, level.LevelMap, String, String) → Void
  • static f@15786 invLerp(F64, F64, F64, Ref) → F64