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level.disp.PurpleGarden

level.disp.PurpleGarden

Inherits from: level.BiomeDisp

Fields

NameType
sbGodRayslibs.heaps.slib.HSpriteBatch

Protos

  • f@33231 initGroups(level.disp.PurpleGarden) → Void
  • f@33232 towerPartRand(level.disp.PurpleGarden, I32, F64, I32) → I32
  • f@33233 placeTower(level.disp.PurpleGarden, F64, F64, F64, F64, F64, ParallaxGroup) → Void
  • f@33234 renderBackWalls(level.disp.PurpleGarden) → Void
  • f@33235 renderBgGrids(level.disp.PurpleGarden) → Void
  • f@33236 onAddParallax(level.disp.PurpleGarden, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], Parallax, ParallaxGroup) → Void
  • f@33237 parallaxHFill(level.disp.PurpleGarden, ParallaxGroup, hl.types.ArrayObj, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], Fun, Fun, Ref, h2d.Tile) → Void
  • f@33238 addColumns(level.disp.PurpleGarden, level.Room) → Void
  • f@33239 addColumnsInArea(level.disp.PurpleGarden, I32, I32, I32, I32) → Void
  • f@33240 addAlcoves(level.disp.PurpleGarden, level.DecoZone) → Void
  • f@33241 addSmallWindows(level.disp.PurpleGarden, level.DecoZone, hl.types.ArrayObj) → Void
  • f@33242 fillHorizontalCenteredZone(level.disp.PurpleGarden, level.DecoZone, I32, I32, I32, F64, F64, F64, hl.types.ArrayObj, I32, I32, I32, libs.heaps.StaticGeometryGroup, Fun) → I32
  • f@33243 fillHorizontalCentered(level.disp.PurpleGarden, I32, I32, I32, I32, I32, F64, F64, F64, hl.types.ArrayObj, I32, I32, I32, libs.heaps.StaticGeometryGroup, Fun) → I32
  • f@33244 isAboveGround(level.disp.PurpleGarden, level.DecoZone) → Bool
  • f@33245 decorateZone(level.disp.PurpleGarden, level.DecoZone) → Void
  • f@33246 shouldSkipLightPoint(level.disp.PurpleGarden, I32, I32, I32) → Bool
  • f@33247 addLights(level.disp.PurpleGarden, level.Room) → Void
  • f@33248 addCarriageDoorLights(level.disp.PurpleGarden, level.Room) → Void
  • f@33249 decorateRoom(level.disp.PurpleGarden, level.Room) → Void
  • f@33250 clear(level.disp.PurpleGarden) → Void
  • f@33251 onDispose(level.disp.PurpleGarden) → Void
  • f@33252 onAddWallJunk(level.disp.PurpleGarden, Virtual[id, name, once, tile], F64, F64, I32, I32, I32, I32) → Void
  • f@33253 isOnlyCollision(level.disp.PurpleGarden, I32, I32) → Bool
  • f@33254 hasNormalTransitions(level.disp.PurpleGarden, I32, I32) → Bool
  • f@33255 renderWallTransitions(level.disp.PurpleGarden) → Void
  • f@33256 renderCustomDeco(level.disp.PurpleGarden, level.Room) → Void

Bindings

  • static f@33230 __constructor__(level.disp.PurpleGarden, pr.Level, level.LevelMap) → Void