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.