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level.LevelDisp

level.LevelDisp

Inherits from: libs.Process

Fields

NameType
lmaplevel.LevelMap
levelpr.Level
parallaxInfohl.types.ArrayObj
debugh2d.Graphics
decoZoneshl.types.ArrayObj
smokeColorh3d.Vector
cloudColorh3d.Vector
rnglibs.Rand
lightshl.types.ArrayObj
animatedLightshl.types.ArrayObj
customDecoshl.types.ArrayObj
groupBackWallslibs.heaps.StaticGeometryGroup
groupBackWallPropslibs.heaps.StaticGeometryGroup
groupBackWallProps2libs.heaps.StaticGeometryGroup
groupBackPropslibs.heaps.StaticGeometryGroup
groupMainPropslibs.heaps.StaticGeometryGroup
groupGameplayPropslibs.heaps.StaticGeometryGroup
groupBgFilterPropslibs.heaps.StaticGeometryGroup
groupMainPropsToplibs.heaps.StaticGeometryGroup
groupFrontWallslibs.heaps.StaticGeometryGroup
groupFrontWallPropslibs.heaps.StaticGeometryGroup
sbAddPropslibs.heaps.slib.HSpriteBatch
sbLevelPropsFrontlibs.heaps.slib.HSpriteBatch
tgSmokeh2d.TileGroup
parallaxeshl.types.ArrayObj
useStonePlatformBool
smokeShadershader.Foggy
camFogh2d.Graphics
camFogShadershader.CamFog
biomeFxColorI32
parallaxGlowShadershl.types.ArrayObj
cloudShadershader.Foggy
customFxRunSmokeFun
customFxLandSmokeFun
cullingBoundsh2d.col.Bounds
renderedBool
layerConfshaxe.ds.ObjectMap
lightConfshaxe.ds.ObjectMap
scatterConfshaxe.ds.ObjectMap
oneWayLightWallOffsetF64

Protos

  • f@2948 loadRenderConf(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]) → Void
  • f@2949 loadCamFog(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]) → Void
  • f@2950 initGroups(level.LevelDisp) → Void
  • f@2951 addLevelAssetsGlow(level.LevelDisp, hl.types.ArrayObj) → Void
  • f@2952 clear(level.LevelDisp) → Void
  • f@2953 render(level.LevelDisp) → Void
  • f@2954 renderParallaxes(level.LevelDisp) → Void
  • f@2955 getDepthFromInfos(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → I32
  • f@2956 getParallaxBounds(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → h2d.col.Bounds
  • f@2957 getParallaxScrollMaxY(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Null
  • f@2958 createBoundedParallax(level.LevelDisp, I32, h2d.col.Bounds, Null, Null) → Parallax
  • f@2959 createBoundedParallaxGroup(level.LevelDisp, h2d.Tile, I32, h2d.col.Bounds, Null, Null, Null, Null, Null) → ParallaxGroup
  • f@2960 generateParallax(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → Parallax
  • f@2961 generateParallaxGroup(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible]) → ParallaxGroup
  • f@2962 renderParallax(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], String) → Void
  • f@2963 parallaxHFill(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) → Void
  • f@2964 parallaxVFill(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) → Void
  • f@2965 getParallaxOnAddCallback(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
  • f@2966 initCloudShader(level.LevelDisp) → Void
  • f@2967 onAddParallax(level.LevelDisp, Virtual[blendMode, color, fill, innerGlow, isCloud, layer, name, outerGlow, pivotX, pivotY, position, props, reflected, scaling, scatter, scrollX, scrollY, tileName, visible], Parallax, ParallaxGroup) → Void
  • f@2968 addJunk(level.LevelDisp, level.DecoZone) → Void
  • f@2969 initDecoEntities(level.LevelDisp) → Void
  • f@2970 addFrontProps(level.LevelDisp) → Void
  • f@2971 decorateLevel(level.LevelDisp) → Void
  • f@2972 renderBackWalls(level.LevelDisp) → Void
  • f@2973 renderFloorStamps(level.LevelDisp) → Void
  • f@2974 renderRoofs(level.LevelDisp) → Void
  • f@2975 renderFrontCorners(level.LevelDisp) → Void
  • f@2976 renderFrontCorner(level.LevelDisp, libs.tilemap.CornerType, I32, I32, I32, I32, Bool) → Void
  • f@2977 renderFrontWalls(level.LevelDisp) → Void
  • f@2978 renderSlopes(level.LevelDisp) → Void
  • f@2979 renderFrontVegetation(level.LevelDisp) → Void
  • f@2980 renderStructures(level.LevelDisp) → Void
  • f@2981 renderFakeBlackWalls(level.LevelDisp) → Void
  • f@2982 renderGroundSmoke(level.LevelDisp) → Void
  • f@2983 renderWaterPools(level.LevelDisp) → Void
  • f@2984 addCliffLights(level.LevelDisp) → Void
  • f@2985 renderWallTransitions(level.LevelDisp) → Void
  • f@2986 decorateRoom(level.LevelDisp, level.Room) → Void
  • f@2987 decorateZone(level.LevelDisp, level.DecoZone) → Void
  • f@2988 postUpdate(level.LevelDisp) → Void
  • f@2989 updateLoreDecos(level.LevelDisp) → Void
  • f@2990 onDispose(level.LevelDisp) → Void
  • f@2991 addTile(level.LevelDisp, libs.heaps.StaticGeometryGroup, String, I32, I32, Null, Null, Null, Null, Null, Null, Fun, libs.heaps.slib.TileFlipMode, String, Null) → h2d.Tile
  • f@2992 addTileAtFrame(level.LevelDisp, libs.heaps.StaticGeometryGroup, String, I32, I32, I32, Null, Null, Null, Null, Null, Null, Fun, libs.heaps.slib.TileFlipMode, String, Null) → h2d.Tile
  • f@2993 addRotatedTileAtFrame(level.LevelDisp, libs.heaps.StaticGeometryGroup, String, I32, I32, I32, Null, Null, Null, Null, Null, Null, libs.heaps.slib.TileFlipMode, Null, Null) → h2d.Tile
  • f@2994 addRandomPixelTile(level.LevelDisp, libs.heaps.StaticGeometryGroup, String, F64, F64, Null, Null, Null, Null, Fun, libs.heaps.slib.TileFlipMode, String, Null, Null) → h2d.Tile
  • f@2995 addPixelTile(level.LevelDisp, libs.heaps.StaticGeometryGroup, h2d.Tile, F64, F64, Null, Null, Null, Fun, String, Null) → h2d.Tile
  • f@2996 addPixelRotatedTile(level.LevelDisp, libs.heaps.StaticGeometryGroup, h2d.Tile, F64, F64, Null, Null, Null, F64, Null) → h2d.Tile
  • f@2997 hfill(level.LevelDisp, libs.heaps.StaticGeometryGroup, libs.RandDeck, I32, I32, I32, Ref) → Void
  • f@2998 addFX(level.LevelDisp, String, I32, I32, F64, F64) → libs.heaps.slib.HSpriteBE
  • f@2999 addLight(level.LevelDisp, F64, F64, I32, F64, F64, Null, Null) → light.PointLight
  • f@3000 addDecoLight(level.LevelDisp, F64, F64, String, Ref) → light.PointLight
  • f@3001 disableDecoratorAt(level.LevelDisp, I32, I32, Ref, Ref, Ref) → Void
  • f@3002 createParallaxBatch(level.LevelDisp, h2d.Tile, I32) → ParallaxBatch
  • f@3003 createParallaxGroup(level.LevelDisp, h2d.Tile, I32, Null, Null) → ParallaxGroup
  • f@3004 createParallax(level.LevelDisp, I32, Null, Null) → Parallax
  • f@3005 removeShaderIfExists(level.LevelDisp, h2d.Drawable, hl.Class) → Void
  • f@3006 getLayerConf(level.LevelDisp, String) → Virtual[gradientName, gradientScale, layer, lightDepth, lightType]
  • f@3007 applyLayerConf(level.LevelDisp, h2d.Drawable, String, Ref, Ref) → Void
  • f@3008 applyLightConf(level.LevelDisp, light.PointLight, String, Ref) → Void
  • f@3009 applyScatterConf(level.LevelDisp, light.Scatterer, String) → Void
  • f@3010 reloadRenderConf(level.LevelDisp) → Void
  • f@3011 createLightWalls(level.LevelDisp) → Void
  • f@3012 applyGroupLayerConf(level.LevelDisp, libs.heaps.StaticGeometryGroup, String) → Void
  • f@3013 addGroupToScroller(level.LevelDisp, libs.heaps.StaticGeometryGroup, I32) → Void
  • f@3014 moveGroupInScroller(level.LevelDisp, libs.heaps.StaticGeometryGroup, level.ScrollerMovementDirection) → Void
  • f@3015 parseDecoZones(level.LevelDisp) → hl.types.ArrayObj
  • f@3016 spawnPirates(level.LevelDisp) → Void
  • f@3017 onApplyOptions(level.LevelDisp) → Void

Bindings

  • static f@3265 __constructor__(level.LevelDisp, pr.Level, level.LevelMap, hl.types.ArrayObj) → Void