level.LevelDisp
level.LevelDisp
Inherits from: libs.Process
Fields
| Name | Type | |
|---|---|---|
lmap | level.LevelMap | |
level | pr.Level | |
parallaxInfo | hl.types.ArrayObj | |
debug | h2d.Graphics | |
decoZones | hl.types.ArrayObj | |
smokeColor | h3d.Vector | |
cloudColor | h3d.Vector | |
rng | libs.Rand | |
lights | hl.types.ArrayObj | |
animatedLights | hl.types.ArrayObj | |
customDecos | hl.types.ArrayObj | |
groupBackWalls | libs.heaps.StaticGeometryGroup | |
groupBackWallProps | libs.heaps.StaticGeometryGroup | |
groupBackWallProps2 | libs.heaps.StaticGeometryGroup | |
groupBackProps | libs.heaps.StaticGeometryGroup | |
groupMainProps | libs.heaps.StaticGeometryGroup | |
groupGameplayProps | libs.heaps.StaticGeometryGroup | |
groupBgFilterProps | libs.heaps.StaticGeometryGroup | |
groupMainPropsTop | libs.heaps.StaticGeometryGroup | |
groupFrontWalls | libs.heaps.StaticGeometryGroup | |
groupFrontWallProps | libs.heaps.StaticGeometryGroup | |
sbAddProps | libs.heaps.slib.HSpriteBatch | |
sbLevelPropsFront | libs.heaps.slib.HSpriteBatch | |
tgSmoke | h2d.TileGroup | |
parallaxes | hl.types.ArrayObj | |
useStonePlatform | Bool | |
smokeShader | shader.Foggy | |
camFog | h2d.Graphics | |
camFogShader | shader.CamFog | |
biomeFxColor | I32 | |
parallaxGlowShaders | hl.types.ArrayObj | |
cloudShader | shader.Foggy | |
customFxRunSmoke | Fun | |
customFxLandSmoke | Fun | |
cullingBounds | h2d.col.Bounds | |
rendered | Bool | |
layerConfs | haxe.ds.ObjectMap | |
lightConfs | haxe.ds.ObjectMap | |
scatterConfs | haxe.ds.ObjectMap | |
oneWayLightWallOffset | F64 |
Protos
f@2948loadRenderConf(level.LevelDisp, Virtual[ambient, ambientScale, atlasName, camEffects, celShadow, cloud, commonAtlas, floorJunkDensity, floorStamps, fog, fogScale, glowData, id, lavaBg, lavaSurface, layers, lightColors, oneWayOpaque, reverbKind, reverbMix, scatterConf, smoke, smokeShader, uiProps, vegetation, vegetationRandScale, wallJunkDensity, water, waterLight]) → Voidf@2949loadCamFog(level.LevelDisp, Virtual[ambient, ambientScale, atlasName, camEffects, celShadow, cloud, commonAtlas, floorJunkDensity, floorStamps, fog, fogScale, glowData, id, lavaBg, lavaSurface, layers, lightColors, oneWayOpaque, reverbKind, reverbMix, scatterConf, smoke, smokeShader, uiProps, vegetation, vegetationRandScale, wallJunkDensity, water, waterLight]) → Voidf@2950initGroups(level.LevelDisp) → Voidf@2951addLevelAssetsGlow(level.LevelDisp, hl.types.ArrayObj) → Voidf@2952clear(level.LevelDisp) → Voidf@2953render(level.LevelDisp) → Voidf@2954renderParallaxes(level.LevelDisp) → Voidf@2955getDepthFromInfos(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → I32f@2956getParallaxBounds(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → h2d.col.Boundsf@2957getParallaxScrollMaxY(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Nullf@2958createBoundedParallax(level.LevelDisp, I32, h2d.col.Bounds, Null, Null) → Parallaxf@2959createBoundedParallaxGroup(level.LevelDisp, h2d.Tile, I32, h2d.col.Bounds, Null, Null, Null, Null, Null) → ParallaxGroupf@2960generateParallax(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Parallaxf@2961generateParallaxGroup(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → ParallaxGroupf@2962renderParallax(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], String) → Voidf@2963parallaxHFill(level.LevelDisp, 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@2964parallaxVFill(level.LevelDisp, 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) → Voidf@2965getParallaxOnAddCallback(level.LevelDisp, 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@2966initCloudShader(level.LevelDisp) → Voidf@2967onAddParallax(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], Parallax, ParallaxGroup) → Voidf@2968addJunk(level.LevelDisp, level.DecoZone) → Voidf@2969initDecoEntities(level.LevelDisp) → Voidf@2970addFrontProps(level.LevelDisp) → Voidf@2971decorateLevel(level.LevelDisp) → Voidf@2972renderBackWalls(level.LevelDisp) → Voidf@2973renderFloorStamps(level.LevelDisp) → Voidf@2974renderRoofs(level.LevelDisp) → Voidf@2975renderFrontCorners(level.LevelDisp) → Voidf@2976renderFrontCorner(level.LevelDisp, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Voidf@2977renderFrontWalls(level.LevelDisp) → Voidf@2978renderSlopes(level.LevelDisp) → Voidf@2979renderFrontVegetation(level.LevelDisp) → Voidf@2980renderStructures(level.LevelDisp) → Voidf@2981renderFakeBlackWalls(level.LevelDisp) → Voidf@2982renderGroundSmoke(level.LevelDisp) → Voidf@2983renderWaterPools(level.LevelDisp) → Voidf@2984addCliffLights(level.LevelDisp) → Voidf@2985renderWallTransitions(level.LevelDisp) → Voidf@2986decorateRoom(level.LevelDisp, level.Room) → Voidf@2987decorateZone(level.LevelDisp, level.DecoZone) → Voidf@2988postUpdate(level.LevelDisp) → Voidf@2989updateLoreDecos(level.LevelDisp) → Voidf@2990onDispose(level.LevelDisp) → Voidf@2991addTile(level.LevelDisp, libs.heaps.StaticGeometryGroup, String, I32, I32, Null, Null, Null, Null, Null, Null, Fun, libs.heaps.slib.TileFlipMode, String, Null) → h2d.Tilef@2992addTileAtFrame(level.LevelDisp, libs.heaps.StaticGeometryGroup, String, I32, I32, I32, Null, Null, Null, Null, Null, Null, Fun, libs.heaps.slib.TileFlipMode, String, Null) → h2d.Tilef@2993addRotatedTileAtFrame(level.LevelDisp, libs.heaps.StaticGeometryGroup, String, I32, I32, I32, Null, Null, Null, Null, Null, Null, libs.heaps.slib.TileFlipMode, Null, Null) → h2d.Tilef@2994addRandomPixelTile(level.LevelDisp, libs.heaps.StaticGeometryGroup, String, F64, F64, Null, Null, Null, Null, Fun, libs.heaps.slib.TileFlipMode, String, Null, Null) → h2d.Tilef@2995addPixelTile(level.LevelDisp, libs.heaps.StaticGeometryGroup, h2d.Tile, F64, F64, Null, Null, Null, Fun, String, Null) → h2d.Tilef@2996addPixelRotatedTile(level.LevelDisp, libs.heaps.StaticGeometryGroup, h2d.Tile, F64, F64, Null, Null, Null, F64, Null) → h2d.Tilef@2997hfill(level.LevelDisp, libs.heaps.StaticGeometryGroup, libs.RandDeck, I32, I32, I32, Ref) → Voidf@2998addFX(level.LevelDisp, String, I32, I32, F64, F64) → libs.heaps.slib.HSpriteBEf@2999addLight(level.LevelDisp, F64, F64, I32, F64, F64, Null, Null) → light.PointLightf@3000addDecoLight(level.LevelDisp, F64, F64, String, Ref) → light.PointLightf@3001disableDecoratorAt(level.LevelDisp, I32, I32, Ref, Ref, Ref) → Voidf@3002createParallaxBatch(level.LevelDisp, h2d.Tile, I32) → ParallaxBatchf@3003createParallaxGroup(level.LevelDisp, h2d.Tile, I32, Null, Null) → ParallaxGroupf@3004createParallax(level.LevelDisp, I32, Null, Null) → Parallaxf@3005removeShaderIfExists(level.LevelDisp, h2d.Drawable, hl.Class) → Voidf@3006getLayerConf(level.LevelDisp, String) → Virtual[gradientName, gradientScale, layer, lightDepth, lightType]f@3007applyLayerConf(level.LevelDisp, h2d.Drawable, String, Ref, Ref) → Voidf@3008applyLightConf(level.LevelDisp, light.PointLight, String, Ref) → Voidf@3009applyScatterConf(level.LevelDisp, light.Scatterer, String) → Voidf@3010reloadRenderConf(level.LevelDisp) → Voidf@3011createLightWalls(level.LevelDisp) → Voidf@3012applyGroupLayerConf(level.LevelDisp, libs.heaps.StaticGeometryGroup, String) → Voidf@3013addGroupToScroller(level.LevelDisp, libs.heaps.StaticGeometryGroup, I32) → Voidf@3014moveGroupInScroller(level.LevelDisp, libs.heaps.StaticGeometryGroup, level.ScrollerMovementDirection) → Voidf@3015parseDecoZones(level.LevelDisp) → hl.types.ArrayObjf@3016spawnPirates(level.LevelDisp) → Voidf@3017onApplyOptions(level.LevelDisp) → Void
Bindings
- static
f@3265__constructor__(level.LevelDisp, pr.Level, level.LevelMap, hl.types.ArrayObj) → Void