Properties Private  _active_active:  boolean 
Private  _active_ filters_active_ filters:  {  color_blend:  boolean ;  colorize:  boolean ;  flame:  boolean ;  gray:  boolean ;  hue:  boolean ;  levels:  boolean ;  mode7:  boolean ;  outline:  boolean ;  pixel_shift:  boolean ;  tint:  boolean ;  watery:  boolean  } 
Type declaration color_ blend:  boolean  colorize:  boolean  flame:  boolean  gray:  boolean  hue:  boolean  levels:  boolean  mode7:  boolean  outline:  boolean  pixel_ shift:  boolean  tint:  boolean  watery:  boolean  Private  _affected_ by_ reveal_affected_ by_ reveal:  boolean 
Private  _after_ psynergy_ cast_ events_after_ psynergy_ cast_ events:  {} 
Private  _base_ collision_ layer_base_ collision_ layer:  number 
Private  _before_ psynergy_ cast_ events_before_ psynergy_ cast_ events:  {} 
Private  _blocking_ stair_ block_blocking_ stair_ block:  Body 
Protected  _breakable_breakable:  boolean 
Private  _bush_ sprite_bush_ sprite:  Sprite 
Private  _collision_ tiles_ bodies_collision_ tiles_ bodies:  Body [] 
Private  _color_ blend_ filter_color_ blend_ filter:  ColorBlend 
Private  _colorize_ filter_colorize_ filter:  Colorize 
Private  _current_ action_current_ action:  string 
Private  _current_ animation_current_ animation:  string 
Private  _enable_enable:  boolean 
Private  _entangled_ by_ bush_entangled_ by_ bush:  boolean 
Protected  _extra_ sprites_extra_ sprites:  ( Sprite  |  Group  |  Graphics ) [] 
Private  _flame_ filter_flame_ filter:  Flame 
Private  _gray_ filter_gray_ filter:  Gray 
Private  _has_ shadow_has_ shadow:  boolean 
Private  _hue_ filter_hue_ filter:  Hue 
Private  _initially_ visible_initially_ visible:  boolean 
Protected  _is_ rope_ dock_is_ rope_ dock:  boolean 
Private  _key_ name_key_ name:  string 
Private  _label_label:  string 
Private  _levels_ filter_levels_ filter:  Levels 
Private  _map_ index_map_ index:  number 
Private  _object_ drop_ tiles_object_ drop_ tiles:  {  animation_duration:  number ;  dest_x:  number ;  dest_y:  number ;  destination_collision_layer:  number ;  dust_animation:  boolean ;  water_animation:  boolean ;  x:  number ;  y:  number  } [] 
Private  _psynergies_ info_psynergies_ info:  {} 
Type declaration [ psynergy_specific_properties: string ]:  any after_ psynergy_ cast_ events:  any []  before_ psynergy_ cast_ events:  any []  Private  _psynergy_ casted_psynergy_ casted:  {} 
Type declaration [ field_psynergy_key: string ]:  boolean Protected  _pushable_pushable:  boolean 
Protected  _rollable_rollable:  boolean 
Private  _shadow_shadow:  Sprite 
Private  _shapes_ collision_ active_shapes_ collision_ active:  boolean 
Private  _snapshot_ info_snapshot_ info:  {  action:  string ;  active:  boolean ;  active_filters:  {  color_blend:  boolean ;  colorize:  boolean ;  flame:  boolean ;  gray:  boolean ;  hue:  boolean ;  levels:  boolean ;  mode7:  boolean ;  outline:  boolean ;  pixel_shift:  boolean ;  tint:  boolean ;  watery:  boolean  } ;  allow_jumping_over_it:  boolean ;  allow_jumping_through_it:  boolean ;  anchor:  {  x:  number ;  y:  number  } ;  anim_is_playing:  boolean ;  animation:  string ;  base_collision_layer:  number ;  body_in_map:  boolean ;  enable:  boolean ;  entangled_by_bush:  boolean ;  filter_settings?:  FilterSettings ;  frame:  string ;  index:  number ;  key_name:  string ;  position:  {  x:  number ;  x_px:  number ;  y:  number ;  y_px:  number  } ;  psynergy_casted:  {} ;  scale:  {  x:  number ;  y:  number  } ;  send_to_back:  boolean ;  send_to_front:  boolean ;  shadow:  {  x:  number ;  y:  number  } ;  shapes_collision_active:  boolean ;  state_by_type:  {  breakable?:  {  one_level_broken:  boolean ;  two_level_broken:  boolean  } ;  pushable?:  {  docked:  boolean  } ;  rollable?:  {  pillar_is_stuck:  boolean  } ;  rope_dock?:  {  tied:  boolean  }  } ;  type:  {  breakable:  boolean ;  is_rope_dock:  boolean ;  rollable:  boolean  } ;  visible:  boolean  } 
Type declaration action:  string  active:  boolean  active_ filters:  {  color_blend:  boolean ;  colorize:  boolean ;  flame:  boolean ;  gray:  boolean ;  hue:  boolean ;  levels:  boolean ;  mode7:  boolean ;  outline:  boolean ;  pixel_shift:  boolean ;  tint:  boolean ;  watery:  boolean  }  color_ blend:  boolean  colorize:  boolean  flame:  boolean  gray:  boolean  hue:  boolean  levels:  boolean  mode7:  boolean  outline:  boolean  pixel_ shift:  boolean  tint:  boolean  watery:  boolean  allow_ jumping_ over_ it:  boolean  allow_ jumping_ through_ it:  boolean  anchor:  {  x:  number ;  y:  number  }  anim_ is_ playing:  boolean  animation:  string  base_ collision_ layer:  number  body_ in_ map:  boolean  enable:  boolean  entangled_ by_ bush:  boolean  Optional  filter_ settings?:  FilterSettings frame:  string  index:  number  key_ name:  string  position:  {  x:  number ;  x_px:  number ;  y:  number ;  y_px:  number  }  x:  number  x_ px:  number  y:  number  y_ px:  number  psynergy_ casted:  {}  [ field_psynergy_key: string ]:  boolean scale:  {  x:  number ;  y:  number  }  send_ to_ back:  boolean  send_ to_ front:  boolean  shadow:  {  x:  number ;  y:  number  }  shapes_ collision_ active:  boolean  state_ by_ type:  {  breakable?:  {  one_level_broken:  boolean ;  two_level_broken:  boolean  } ;  pushable?:  {  docked:  boolean  } ;  rollable?:  {  pillar_is_stuck:  boolean  } ;  rope_dock?:  {  tied:  boolean  }  }  Optional  breakable?:  {  one_level_broken:  boolean ;  two_level_broken:  boolean  } one_ level_ broken:  boolean  two_ level_ broken:  boolean  Optional  pushable?:  {  docked:  boolean  } Optional  rollable?:  {  pillar_is_stuck:  boolean  } Optional  rope_ dock?:  {  tied:  boolean  } type:  {  breakable:  boolean ;  is_rope_dock:  boolean ;  rollable:  boolean  }  breakable:  boolean  is_ rope_ dock:  boolean  rollable:  boolean  visible:  boolean  Private  _tile_ x_ pos_tile_ x_ pos:  number 
Private  _tile_ y_ pos_tile_ y_ pos:  number 
Private  _tint_ filter_tint_ filter:  Tint 
Protected  _whirlwind_ source_whirlwind_ source:  boolean 
allow_ jumping_ over_ it allow_ jumping_ over_ it:  boolean 
allow_ jumping_ through_ it allow_ jumping_ through_ it:  boolean 
Private  allowed_ tilesallowed_ tiles:  {  collision_layer:  number ;  x:  number ;  y:  number  } [] 
Protected  anchor_ xanchor_ x:  number 
Protected  anchor_ yanchor_ y:  number 
Private  block_ climb_ collision_ layer_ shiftblock_ climb_ collision_ layer_ shift:  number 
Private  collision_ change_ functionscollision_ change_ functions:  Function [] 
Private  events_ idevents_ id:  Set < number > 
Private  not_ allowed_ tilesnot_ allowed_ tiles:  {  control_key?:  string ;  x:  number ;  y:  number  } [] 
Private  on_ unset_ callbackson_ unset_ callbacks:  ( ( )  =>  void ) [] 
Protected  scale_ xscale_ x:  number 
Protected  scale_ yscale_ y:  number 
Protected  storage_ keysstorage_ keys:  {  action?:  string ;  active?:  string ;  affected_by_reveal?:  string ;  anchor?:  string ;  animation?:  string ;  base_collision_layer?:  string ;  enable?:  string ;  entangled_by_bush?:  string ;  position?:  string ;  position_px?:  string ;  scale?:  string ;  visible?:  string  } 
Type declaration Optional  action?:  string Optional  active?:  string Optional  affected_ by_ reveal?:  string Optional  anchor?:  string Optional  animation?:  string Optional  base_ collision_ layer?:  string Optional  enable?:  string Optional  entangled_ by_ bush?:  string Optional  position?:  string Optional  position_ px?:  string Optional  scale?:  string Optional  visible?:  string Private  tile_ events_ infotile_ events_ info:  {} 
Type declaration [ event_id: number ]:  {  collision_layer_shift?:  number ;  intermediate_collision_layer_shift?:  number  } Optional  collision_ layer_ shift?:  number Optional  intermediate_ collision_ layer_ shift?:  number Private  toggle_ enable_ eventstoggle_
enable_
events
:  {  event
:  GameEvent ;  on_enable
:  boolean  } [] Static  Private  Readonly  BUSH_ FRAMEBUSH_ FRAME:  "leaves/bush/00"  = "leaves/bush/00" 
Static  Private  Readonly  BUSH_ KEYBUSH_ KEY:  "bush"  = "bush" 
Static  Private  Readonly  DEFAULT_ SHADOW_ ANCHOR_ XDEFAULT_ SHADOW_ ANCHOR_ X:  0.45  = 0.45 
Static  Private  Readonly  DEFAULT_ SHADOW_ ANCHOR_ YDEFAULT_ SHADOW_ ANCHOR_ Y:  0.05  = 0.05 
Static  Private  Readonly  DEFAULT_ SHADOW_ KEYNAMEDEFAULT_ SHADOW_ KEYNAME:  "shadow"  = "shadow" 
When active is false, the io is removed from the map.