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level.LevelMap

level.LevelMap

Fields

NameType
fastSpotshl.types.ArrayObj
collisionshl.types.ArrayBytes_Int
groundYrhl.types.ArrayBytes_Float
roomshl.types.ArrayObj
widI32
heiI32
idString
viewportRectVirtual[xMax, xMin, yMax, yMin]
dynamicViewportRectVirtual[xMax, xMin, yMax, yMin]
infosVirtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth]
mobDmgTierI32
mobLifeTierI32
lootLevelI32
biomeVirtual[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]
forcedBiomeString
seedI32
decoGridhl.types.ArrayBytes_Int
spotsVirtual[toString, set, remove, keys, iterator, get, exists]
platformshl.types.ArrayObj
boundsh2d.col.Bounds
parserlibs.tilemap.Parser
platformGridhl.types.ArrayObj
cellToRoomhl.types.ArrayBytes_Int
initDoneBool
blurredColshl.types.ArrayBytes_Float
__uidI32
Virtual[unserializeInit, unserialize, serialize, getSerializeSchema, getCLID, __uid]
static__clidI32

Protos

  • f@3162 set_infos(level.LevelMap, Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth]) → Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth]
  • f@3163 setCell(level.LevelMap, I32, I32, level.ColType) → Void
  • f@3164 getGroundYr(level.LevelMap, I32, I32, Ref, Ref) → F64
  • f@3165 init(level.LevelMap) → Void
  • f@3166 topWallTopDist(level.LevelMap, I32, I32, I32) → I32
  • f@3167 initSpots(level.LevelMap, Ref) → Void
  • f@3168 addCollisionOneWayUnderWall(level.LevelMap) → Void
  • f@3169 addCollisionsAboveDoors(level.LevelMap) → Void
  • f@3170 computeCollisionMarkers(level.LevelMap) → Void
  • f@3171 initDecoFlags(level.LevelMap) → Void
  • f@3172 parseAllPlatforms(level.LevelMap) → Void
  • f@3173 updateGroundYrs(level.LevelMap) → Void
  • f@3174 parsePlatformAt(level.LevelMap, I32, I32) → Bool
  • f@3175 hasMobStatue(level.LevelMap) → Bool
  • f@3176 hasZoneDecoFlag(level.LevelMap, level.DecoFlag, I32, I32, I32, I32, Ref) → Bool
  • f@3177 hasZoneAnyDecoFlag(level.LevelMap, I32, I32, I32, I32, I32) → Bool
  • f@3178 removeSpot(level.LevelMap, I32, I32, I32) → Void
  • f@3179 checkCollRect(level.LevelMap, I32, I32, I32, I32, Bool) → Bool
  • f@3180 getRoomAt(level.LevelMap, I32, I32) → level.Room
  • f@3181 getRoomById(level.LevelMap, I32) → level.Room
  • f@3182 addSpot(level.LevelMap, I32, F64, F64) → Void
  • f@3183 getSpots(level.LevelMap, I32) → hl.types.ArrayObj
  • f@3184 getGroundY(level.LevelMap, I32, I32) → I32
  • f@3185 getCeilY(level.LevelMap, I32, I32, Null, Null) → I32
  • f@3186 toCeilY(level.LevelMap, I32, I32, Null) → I32
  • f@3187 getLeftWall(level.LevelMap, I32, I32, Null) → I32
  • f@3188 getRightWall(level.LevelMap, I32, I32, Null) → I32
  • f@3189 getWaterSurfaceY(level.LevelMap, I32, I32) → F64
  • f@3190 hasMarker(level.LevelMap, String, I32, I32) → Bool
  • f@3191 isRoomRevealedAt(level.LevelMap, I32, I32) → Bool
  • f@3192 revealRoomAt(level.LevelMap, I32, I32) → Bool
  • f@3193 getRoomPlatforms(level.LevelMap, I32, Bool) → hl.types.ArrayObj
  • f@3194 countRoomPlatforms(level.LevelMap, I32, Bool) → I32
  • f@3195 initPlatformOccupation(level.LevelMap) → Void
  • f@3196 addPlatformOccupation(level.LevelMap, I32, I32, Null) → Void
  • f@3197 parsePlatform(level.LevelMap, I32, I32) → level.Platform
  • f@3198 buildBlurredCols(level.LevelMap) → Void
  • f@3199 listWalls(level.LevelMap, I32, Ref) → hl.types.ArrayObj
  • f@3200 listDecoPlatforms(level.LevelMap, I32, Ref, Ref, Ref, Ref) → hl.types.ArrayObj
  • f@3201 listWallTransitions(level.LevelMap, libs.tilemap.Selector, libs.tilemap.Selector, libs.tilemap.Selector, libs.tilemap.Selector, libs.tilemap.Selector) → hl.types.ArrayObj
  • f@3202 maxHist(level.LevelMap, level.CustomStack, hl.types.ArrayBytes_Int, h2d.col.Bounds) → I32
  • f@3203 findBiggestRect(level.LevelMap, I32, I32, level.CustomStack, hl.types.ArrayBytes_Int, h2d.col.Bounds) → I32
  • f@3204 listDecoZones(level.LevelMap, I32, I32, Ref) → hl.types.ArrayObj
  • f@3205 getCollisionPolygons(level.LevelMap) → hl.types.ArrayObj
  • f@3206 getCLID(level.LevelMap) → I32
  • f@3207 serialize(level.LevelMap, hxbit.Serializer) → Void
  • f@3208 getSerializeSchema(level.LevelMap) → hxbit.Schema
  • f@3209 unserializeInit(level.LevelMap) → Void
  • f@3210 unserialize(level.LevelMap, hxbit.Serializer) → Void

Bindings

  • static f@3227 __constructor__(level.LevelMap, User, Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth], I32, I32) → Void