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Hierarchy

  • CollisionObject

Index

Constructors

Properties

aabb_end: [number, number] = ...

+x/+z corner of 2d bounding box, expanded by 0.1 feet

aabb_start: [number, number] = ...

-x/-z corner of 2d bounding box, expanded by 0.1 feet. Used as the origin of the heightmap grid

bounds: CollisionBoundary[] = []
drown_target: number = -1

Where the player gets sent if drowning on this object's floor. A value of -1 is a game over.

floor_material: FloorMaterial = FloorMaterial.Dirt
floor_type: FloorType = FloorType.Normal

What happens when this object's floor is walked on

heightmap_grid: (undefined | number[])[] = []
inner_grid_size: number = 2
inner_tile_size: number = 1
mask: number = 0
outer_grid_height: number = 0
outer_grid_width: number = 0
outer_tile_size: number = 1
water_splash_object: number = -1

An index of another object where splashing effects are displayed

zone: number = 0

Methods

  • get_heightmap_y(x: number, z: number, expand?: boolean): number
  • to_mesh(object_index?: number, line_mode?: boolean): { indices: number[]; types: number[]; vertices: number[] }
  • Parameters

    • Optional object_index: number
    • line_mode: boolean = false

    Returns { indices: number[]; types: number[]; vertices: number[] }

    • indices: number[]
    • types: number[]
    • vertices: number[]

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