A layer of a GameMaker Studio 2 room. Layers draw in order of depth, greater first;
offset {x, y} shifts everything on the layer and speed {x, y} scrolls it by
that many pixels a step.
content depends on the layer's kind:
{:background, map}— spritesprite(-1for a plain fill ofcolour) drawn fromfirst_frameatanimation{rate, :per_second | :per_frame},tiled{across, down},stretched to the room, or in front of everything as aforeground{:instances, ids}— the ids of the room's instances drawn on this layer{:assets, map}—tiles, a list ofCauldron2D.GameMaker.Room.Tilecut from sprites, andsprites, each a map ofsprite,position,scale,colour,animation,frameandrotation{:tiles, map}— a gridsize{columns, rows}of cells from tilesettileset;cellsis a tuple of rows, each a tuple of cells. A cell isnilwhen empty, otherwise{tile, flags}whereflagslists any of:mirror,:flipand:rotate{:unknown, kind}— a kind this reader does not take apart (effects, paths)
Summary
Functions
The layer at at.
Types
Functions
@spec read(binary(), non_neg_integer()) :: t()
The layer at at.