level.disp.Shipwreck
level.disp.Shipwreck
Inherits from: level.DynamicBiomeDisp
Fields
| Name | Type | |
|---|---|---|
glowShader | shader.GlowKey | |
horizonCY | I32 | |
horizonY | F64 | |
centerX | F64 | |
fishSprite | libs.heaps.slib.HSprite | |
godrayInfos | Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible] | |
behindWaterfallScrollers | hl.types.ArrayObj | |
frontOfWaterfallScrollers | hl.types.ArrayObj | |
maskScrollers | hl.types.ArrayObj | |
godRays | hl.types.ArrayObj | |
blorgSprites | hl.types.ArrayObj | |
waterfallInfos | Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible] | |
waterfallSprite | h2d.Object | |
waterfallDisplaceSb | libs.heaps.slib.HSpriteBatch | |
waterfallAddSb | libs.heaps.slib.HSpriteBatch | |
waterfalls | hl.types.ArrayObj | |
seaSprite | h2d.Object | |
seaSurfaceSb | libs.heaps.slib.HSpriteBatch | |
bubblesFxSb | libs.heaps.slib.HSpriteBatch | |
gradientMapShaderToUpdate | hl.types.ArrayObj | |
dioramaFog | h2d.Graphics | |
dioramaDarkness | h2d.Graphics | |
mainPropsGlowShader | shader.GlowKey | |
ambiantChannel | hxd.snd.Channel |
Protos
f@33316findParallaxInfoByName(level.disp.Shipwreck, String) → Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]f@33317computeHorizonY(level.disp.Shipwreck) → Voidf@33318addTorch(level.disp.Shipwreck, F64, F64, h2d.Tile, Ref) → Voidf@33319render(level.disp.Shipwreck) → Voidf@33320renderGroundSmoke(level.disp.Shipwreck) → Voidf@33321onDispose(level.disp.Shipwreck) → Voidf@33322decorateLevel(level.disp.Shipwreck) → Voidf@33323renderTorches(level.disp.Shipwreck) → Voidf@33324renderWindows(level.disp.Shipwreck) → Voidf@33325renderAlcoves(level.disp.Shipwreck) → Voidf@33326renderPatchs(level.disp.Shipwreck) → Voidf@33327renderBlorgs(level.disp.Shipwreck) → Voidf@33328renderBoatOutline(level.disp.Shipwreck) → Voidf@33329renderJunkBoatOutline(level.disp.Shipwreck, String) → Voidf@33330renderBigBoatOutline(level.disp.Shipwreck, String) → Voidf@33331renderCornerBoatOutline(level.disp.Shipwreck, String) → Voidf@33332renderCornerExt(level.disp.Shipwreck) → Voidf@33333getMaxWidth(level.disp.Shipwreck, hl.types.ArrayObj) → I32f@33334getMaxHeight(level.disp.Shipwreck, hl.types.ArrayObj) → I32f@33335getMinWidth(level.disp.Shipwreck, hl.types.ArrayObj) → I32f@33336getMinWidthSpaceInLevelMap(level.disp.Shipwreck, libs.tilemap.Rectangle, I32, Ref) → I32f@33337getMinHeightSpaceInLevelMap(level.disp.Shipwreck, libs.tilemap.Rectangle, I32, Ref) → I32f@33338getRandomSpriteThatFit(level.disp.Shipwreck, I32, hl.types.ArrayObj) → I32f@33339getWidthForFrame(level.disp.Shipwreck, String, I32, hl.types.ArrayObj) → I32f@33340getHeightForFrame(level.disp.Shipwreck, String, I32, hl.types.ArrayObj) → I32f@33341divideRectIntoSprites(level.disp.Shipwreck, I32, hl.types.ArrayObj, I32) → hl.types.ArrayObjf@33342placeBlorg(level.disp.Shipwreck, I32, I32, I32, Bool) → Voidf@33343addLightOnBlorg(level.disp.Shipwreck, F64, F64, I32) → Voidf@33344applyLightConf(level.disp.Shipwreck, light.PointLight, String, Ref) → Voidf@33345getBiggestSpriteSizeThatFit(level.disp.Shipwreck, I32, I32, hl.types.ArrayObj) → Virtual[frames, height, width]f@33346getSortedDeckOfTileSize(level.disp.Shipwreck, String) → hl.types.ArrayObjf@33347getSortedDeckOfTileSizeByHeight(level.disp.Shipwreck, String) → hl.types.ArrayObjf@33348addFish(level.disp.Shipwreck, I32, I32) → Voidf@33349renderWaterInBackground(level.disp.Shipwreck, I32, I32, I32, I32, I32, I32) → Voidf@33350renderFrontCorner(level.disp.Shipwreck, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Voidf@33351decorateRoom(level.disp.Shipwreck, level.Room) → Voidf@33352addWaterfallsInScroller(level.disp.Shipwreck, I32, I32, I32, I32) → Voidf@33353createHolesWithBounds(level.disp.Shipwreck, level.Room, libs.tilemap.Rectangle, Bool, Ref, Ref) → Voidf@33354createHoleGrid(level.disp.Shipwreck, level.Room, hl.types.ArrayObj) → hl.types.ArrayObjf@33355createHoleGridWithBounds(level.disp.Shipwreck, level.Room, libs.tilemap.Rectangle, hl.types.ArrayObj) → hl.types.ArrayObjf@33356addHoleBackground(level.disp.Shipwreck, level.Room, I32, I32, I32, I32) → Voidf@33357updateBiomeFx(level.disp.Shipwreck) → Voidf@33358addGodRays(level.disp.Shipwreck, I32, I32, I32, I32) → Voidf@33359createLightWalls(level.disp.Shipwreck) → Voidf@33360generateParallax(level.disp.Shipwreck, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Parallaxf@33361generateParallaxGroup(level.disp.Shipwreck, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → ParallaxGroupf@33362renderParallax(level.disp.Shipwreck, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], String) → Voidf@33363applyLayerConf(level.disp.Shipwreck, h2d.Drawable, String, Ref, Ref) → Voidf@33364getBlendRatioAt(level.disp.Shipwreck, F64, F64) → F64f@33365heroLightUpdate(level.disp.Shipwreck) → Voidf@33366postUpdate(level.disp.Shipwreck) → Voidf@33367updateGodRaysInScrollers(level.disp.Shipwreck) → Voidf@33368updateBlorgs(level.disp.Shipwreck) → Voidf@33369updateBackgroundScrollers(level.disp.Shipwreck) → Voidf@33370updateDiorama(level.disp.Shipwreck) → Void
Bindings
- static
f@33315__constructor__(level.disp.Shipwreck, pr.Level, level.LevelMap, String, String) → Void