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level.disp.Shipwreck

level.disp.Shipwreck

Inherits from: level.DynamicBiomeDisp

Fields

NameType
glowShadershader.GlowKey
horizonCYI32
horizonYF64
centerXF64
fishSpritelibs.heaps.slib.HSprite
godrayInfosVirtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]
behindWaterfallScrollershl.types.ArrayObj
frontOfWaterfallScrollershl.types.ArrayObj
maskScrollershl.types.ArrayObj
godRayshl.types.ArrayObj
blorgSpriteshl.types.ArrayObj
waterfallInfosVirtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]
waterfallSpriteh2d.Object
waterfallDisplaceSblibs.heaps.slib.HSpriteBatch
waterfallAddSblibs.heaps.slib.HSpriteBatch
waterfallshl.types.ArrayObj
seaSpriteh2d.Object
seaSurfaceSblibs.heaps.slib.HSpriteBatch
bubblesFxSblibs.heaps.slib.HSpriteBatch
gradientMapShaderToUpdatehl.types.ArrayObj
dioramaFogh2d.Graphics
dioramaDarknessh2d.Graphics
mainPropsGlowShadershader.GlowKey
ambiantChannelhxd.snd.Channel

Protos

  • f@33316 findParallaxInfoByName(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@33317 computeHorizonY(level.disp.Shipwreck) → Void
  • f@33318 addTorch(level.disp.Shipwreck, F64, F64, h2d.Tile, Ref) → Void
  • f@33319 render(level.disp.Shipwreck) → Void
  • f@33320 renderGroundSmoke(level.disp.Shipwreck) → Void
  • f@33321 onDispose(level.disp.Shipwreck) → Void
  • f@33322 decorateLevel(level.disp.Shipwreck) → Void
  • f@33323 renderTorches(level.disp.Shipwreck) → Void
  • f@33324 renderWindows(level.disp.Shipwreck) → Void
  • f@33325 renderAlcoves(level.disp.Shipwreck) → Void
  • f@33326 renderPatchs(level.disp.Shipwreck) → Void
  • f@33327 renderBlorgs(level.disp.Shipwreck) → Void
  • f@33328 renderBoatOutline(level.disp.Shipwreck) → Void
  • f@33329 renderJunkBoatOutline(level.disp.Shipwreck, String) → Void
  • f@33330 renderBigBoatOutline(level.disp.Shipwreck, String) → Void
  • f@33331 renderCornerBoatOutline(level.disp.Shipwreck, String) → Void
  • f@33332 renderCornerExt(level.disp.Shipwreck) → Void
  • f@33333 getMaxWidth(level.disp.Shipwreck, hl.types.ArrayObj) → I32
  • f@33334 getMaxHeight(level.disp.Shipwreck, hl.types.ArrayObj) → I32
  • f@33335 getMinWidth(level.disp.Shipwreck, hl.types.ArrayObj) → I32
  • f@33336 getMinWidthSpaceInLevelMap(level.disp.Shipwreck, libs.tilemap.Rectangle, I32, Ref) → I32
  • f@33337 getMinHeightSpaceInLevelMap(level.disp.Shipwreck, libs.tilemap.Rectangle, I32, Ref) → I32
  • f@33338 getRandomSpriteThatFit(level.disp.Shipwreck, I32, hl.types.ArrayObj) → I32
  • f@33339 getWidthForFrame(level.disp.Shipwreck, String, I32, hl.types.ArrayObj) → I32
  • f@33340 getHeightForFrame(level.disp.Shipwreck, String, I32, hl.types.ArrayObj) → I32
  • f@33341 divideRectIntoSprites(level.disp.Shipwreck, I32, hl.types.ArrayObj, I32) → hl.types.ArrayObj
  • f@33342 placeBlorg(level.disp.Shipwreck, I32, I32, I32, Bool) → Void
  • f@33343 addLightOnBlorg(level.disp.Shipwreck, F64, F64, I32) → Void
  • f@33344 applyLightConf(level.disp.Shipwreck, light.PointLight, String, Ref) → Void
  • f@33345 getBiggestSpriteSizeThatFit(level.disp.Shipwreck, I32, I32, hl.types.ArrayObj) → Virtual[frames, height, width]
  • f@33346 getSortedDeckOfTileSize(level.disp.Shipwreck, String) → hl.types.ArrayObj
  • f@33347 getSortedDeckOfTileSizeByHeight(level.disp.Shipwreck, String) → hl.types.ArrayObj
  • f@33348 addFish(level.disp.Shipwreck, I32, I32) → Void
  • f@33349 renderWaterInBackground(level.disp.Shipwreck, I32, I32, I32, I32, I32, I32) → Void
  • f@33350 renderFrontCorner(level.disp.Shipwreck, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Void
  • f@33351 decorateRoom(level.disp.Shipwreck, level.Room) → Void
  • f@33352 addWaterfallsInScroller(level.disp.Shipwreck, I32, I32, I32, I32) → Void
  • f@33353 createHolesWithBounds(level.disp.Shipwreck, level.Room, libs.tilemap.Rectangle, Bool, Ref, Ref) → Void
  • f@33354 createHoleGrid(level.disp.Shipwreck, level.Room, hl.types.ArrayObj) → hl.types.ArrayObj
  • f@33355 createHoleGridWithBounds(level.disp.Shipwreck, level.Room, libs.tilemap.Rectangle, hl.types.ArrayObj) → hl.types.ArrayObj
  • f@33356 addHoleBackground(level.disp.Shipwreck, level.Room, I32, I32, I32, I32) → Void
  • f@33357 updateBiomeFx(level.disp.Shipwreck) → Void
  • f@33358 addGodRays(level.disp.Shipwreck, I32, I32, I32, I32) → Void
  • f@33359 createLightWalls(level.disp.Shipwreck) → Void
  • f@33360 generateParallax(level.disp.Shipwreck, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Parallax
  • f@33361 generateParallaxGroup(level.disp.Shipwreck, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → ParallaxGroup
  • f@33362 renderParallax(level.disp.Shipwreck, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], String) → Void
  • f@33363 applyLayerConf(level.disp.Shipwreck, h2d.Drawable, String, Ref, Ref) → Void
  • f@33364 getBlendRatioAt(level.disp.Shipwreck, F64, F64) → F64
  • f@33365 heroLightUpdate(level.disp.Shipwreck) → Void
  • f@33366 postUpdate(level.disp.Shipwreck) → Void
  • f@33367 updateGodRaysInScrollers(level.disp.Shipwreck) → Void
  • f@33368 updateBlorgs(level.disp.Shipwreck) → Void
  • f@33369 updateBackgroundScrollers(level.disp.Shipwreck) → Void
  • f@33370 updateDiorama(level.disp.Shipwreck) → Void

Bindings

  • static f@33315 __constructor__(level.disp.Shipwreck, pr.Level, level.LevelMap, String, String) → Void