level.disp.SwampHeart
level.disp.SwampHeart
Inherits from: level.BiomeDisp
Fields
| Name | Type | |
|---|---|---|
water | h2d.col.Bounds | |
horizonY | F64 | |
mainY | F64 | |
frontY | F64 | |
boats | hl.types.ArrayObj | |
sbWaterFx | libs.heaps.slib.HSpriteBatch | |
sbPollenFx | libs.heaps.slib.HSpriteBatch | |
sbDisplaceFx | libs.heaps.slib.HSpriteBatch | |
mTickVfxTop | libs.heaps.slib.HSpriteBatch | |
mTickVfxNormal | libs.heaps.slib.HSpriteBatch | |
parallaxVFillName | String | |
flyingInsects | hl.types.ArrayObj | |
swampSeq | I32 |
Protos
f@19319render(level.disp.SwampHeart) → Voidf@19320addWater(level.disp.SwampHeart) → Voidf@19321decorateRoom(level.disp.SwampHeart, level.Room) → Voidf@19322renderForeground(level.disp.SwampHeart) → Voidf@19323update(level.disp.SwampHeart) → Voidf@19324postUpdate(level.disp.SwampHeart) → Voidf@19325parallaxHFill(level.disp.SwampHeart, 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@19326getParallaxOnAddCallback(level.disp.SwampHeart, ParallaxGroup, hl.types.ArrayObj, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Funf@19327initCloudShader(level.disp.SwampHeart) → Voidf@19328updateBiomeFx(level.disp.SwampHeart) → Voidf@19329onDispose(level.disp.SwampHeart) → Voidf@19330renderBackground(level.disp.SwampHeart) → Voidf@19331addWallDeco(level.disp.SwampHeart, I32) → Voidf@19332createInsects(level.disp.SwampHeart, level.disp.InsectType, I32) → Voidf@19333resetInsect(level.disp.SwampHeart, Virtual[cd, dx, dy, hbe, type]) → Void
Bindings
- static
f@19334__constructor__(level.disp.SwampHeart, pr.Level, level.LevelMap) → Void