Methods
Map:addTileLayer(depth: any, battle_border: any)
Arguments:
depth: any | |
battle_border: any |
Returns:
1: TileLayer |
Map:createTileObject(data: any, x: any, y: any, width: any, height: any)
Arguments:
data: any | |
x: any | |
y: any | |
width: any | |
height: any |
Returns:
1: TileObject |
Map:draw()
Map:getTile(x: any, y: any, layer: any)
Arguments:
x: any | |
y: any | |
layer: any |
Returns:
1: unknown|nil | |
2: integer|unknown |
Map:getTileObjectRect(data: any)
Arguments:
data: any |
Returns:
1: unknown | |
2: unknown | |
3: unknown | |
4: unknown |
Map:load()
Map:loadController(name: any, data: any)
Arguments:
name: any | |
data: any |
Returns:
1: Event|FountainShadowController|Object|ToggleController|unknown...(+1) |
Map:loadObject(name: any, data: any)
Arguments:
name: any | |
data: any |
Returns:
1: CameraTarget|ChaserEnemy|CyberTrashCan|DarkFountain|Event...(+22) |
Map:loadObjects(layer: any, depth: any, layer_type: any)
Arguments:
layer: any | |
depth: any | |
layer_type: any |
Fields
Undocumented
Map.depth_per_layer: number
its not perfect, but i doubt anyone will have 1000 layers
Map.object_layer: unknown
If there are no object layers, set the object depth to the marker layer's depth
Map.tile_layer: integer
Set the tile layer depth to the closest tile layer below the object layer