level.disp.PurpleGarden
level.disp.PurpleGarden
Inherits from: level.BiomeDisp
Fields
| Name | Type | |
|---|---|---|
sbGodRays | libs.heaps.slib.HSpriteBatch |
Protos
f@33231initGroups(level.disp.PurpleGarden) → Voidf@33232towerPartRand(level.disp.PurpleGarden, I32, F64, I32) → I32f@33233placeTower(level.disp.PurpleGarden, F64, F64, F64, F64, F64, ParallaxGroup) → Voidf@33234renderBackWalls(level.disp.PurpleGarden) → Voidf@33235renderBgGrids(level.disp.PurpleGarden) → Voidf@33236onAddParallax(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) → Voidf@33237parallaxHFill(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) → Voidf@33238addColumns(level.disp.PurpleGarden, level.Room) → Voidf@33239addColumnsInArea(level.disp.PurpleGarden, I32, I32, I32, I32) → Voidf@33240addAlcoves(level.disp.PurpleGarden, level.DecoZone) → Voidf@33241addSmallWindows(level.disp.PurpleGarden, level.DecoZone, hl.types.ArrayObj) → Voidf@33242fillHorizontalCenteredZone(level.disp.PurpleGarden, level.DecoZone, I32, I32, I32, F64, F64, F64, hl.types.ArrayObj, I32, I32, I32, libs.heaps.StaticGeometryGroup, Fun) → I32f@33243fillHorizontalCentered(level.disp.PurpleGarden, I32, I32, I32, I32, I32, F64, F64, F64, hl.types.ArrayObj, I32, I32, I32, libs.heaps.StaticGeometryGroup, Fun) → I32f@33244isAboveGround(level.disp.PurpleGarden, level.DecoZone) → Boolf@33245decorateZone(level.disp.PurpleGarden, level.DecoZone) → Voidf@33246shouldSkipLightPoint(level.disp.PurpleGarden, I32, I32, I32) → Boolf@33247addLights(level.disp.PurpleGarden, level.Room) → Voidf@33248addCarriageDoorLights(level.disp.PurpleGarden, level.Room) → Voidf@33249decorateRoom(level.disp.PurpleGarden, level.Room) → Voidf@33250clear(level.disp.PurpleGarden) → Voidf@33251onDispose(level.disp.PurpleGarden) → Voidf@33252onAddWallJunk(level.disp.PurpleGarden, Virtual[id, name, once, tile], F64, F64, I32, I32, I32, I32) → Voidf@33253isOnlyCollision(level.disp.PurpleGarden, I32, I32) → Boolf@33254hasNormalTransitions(level.disp.PurpleGarden, I32, I32) → Boolf@33255renderWallTransitions(level.disp.PurpleGarden) → Voidf@33256renderCustomDeco(level.disp.PurpleGarden, level.Room) → Void
Bindings
- static
f@33230__constructor__(level.disp.PurpleGarden, pr.Level, level.LevelMap) → Void