Constructor


Map(world: any, data: any)

Arguments:

world: any
data: any




Methods


Map:addFlag(flag: any, amount: any)

Arguments:

flag: any
amount: any

Returns:

1: unknown|nil


Map:addTileLayer(depth: any, battle_border: any)

Arguments:

depth: any
battle_border: any

Returns:

1: TileLayer


Map:addTileset(id: any)

Arguments:

id: any

Returns:

1: Tileset


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:getBorder(dark_transition: any)

Arguments:

dark_transition: any

Returns:

1: string


Map:getEvent(id: any)

Arguments:

id: any

Returns:

1: unknown


Map:getEvents(name: any)

Arguments:

name: any

Returns:

1: table


Map:getFlag(flag: any, default: any)

Arguments:

flag: any
default: any

Returns:

1: unknown|nil


Map:getHitbox(id: any)

Arguments:

id: any

Returns:

1: unknown


Map:getImageLayer(id: any)

Arguments:

id: any

Returns:

1: unknown


Map:getMarker(name: any)

Arguments:

name: any

Returns:

1: number
2: number


Map:getPath(name: any)

Arguments:

name: any

Returns:

1: unknown


Map:getShape(id: any)

Arguments:

id: any

Returns:

1: unknown


Map:getShapeLayer(name: any)

Arguments:

name: any

Returns:

1: unknown


Map:getShapes(layer_prefix: any)

Arguments:

layer_prefix: any

Returns:

1: table


Map:getTile(x: any, y: any, layer: any)

Arguments:

x: any
y: any
layer: any

Returns:

1: unknown|nil
2: integer|unknown


Map:getTileLayer(name: any)

Arguments:

name: any

Returns:

1: unknown


Map:getTileObjectRect(data: any)

Arguments:

data: any

Returns:

1: unknown
2: unknown
3: unknown
4: unknown


Map:getTileset(id: any)

Arguments:

id: any

Returns:

1: unknown|nil
2: integer|unknown


Map:getUniqueID()

Returns:

1: string


Map:hasMarker(name: any)

Arguments:

name: any

Returns:

1: boolean




Map:loadBattleAreas(layer: any)

Arguments:

layer: any


Map:loadBlockCollision(layer: any)

Arguments:

layer: any


Map:loadCollision(layer: any)

Arguments:

layer: any




Map:loadEnemyCollision(layer: any)

Arguments:

layer: any


Map:loadHitboxes(layer: any)

Arguments:

layer: any

Returns:

1: table


Map:loadImage(layer: any, depth: any)

Arguments:

layer: any
depth: any


Map:loadLayer(layer: any, depth: any)

Arguments:

layer: any
depth: any


Map:loadMapData(data: any)

Arguments:

data: any


Map:loadMarkers(layer: any)

Arguments:

layer: any




Map:loadObjects(layer: any, depth: any, layer_type: any)

Arguments:

layer: any
depth: any
layer_type: any


Map:loadPaths(layer: any)

Arguments:

layer: any


Map:loadShapes(layer: any)

Arguments:

layer: any


Map:loadTiles(layer: any, depth: any)

Arguments:

layer: any
depth: any






Map:onFootstep(char: any, num: any)

Arguments:

char: any
num: any




Map:populateTilesets(data: any)

Arguments:

data: any


Map:setFlag(flag: any, value: any)

Arguments:

flag: any
value: any


Map:setTile(x: any, y: any, tileset: any, : unknown)

Arguments:

x: any
y: any
tileset: any
: unknown





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