Data β
This section covers room data management - GMRoomLoader's entry point and the beginning of its intended workflow. It's divided into three modules:
- Initialization - essential for setting up room data before Loading, Screenshotting or using Data Getters. Happens automatically, but best performed on game start or behind loading screens (where applicable) for performance reasons.
- Removal - optional, use for cleaning up loaded elements that are no longer needed, AKA "unloading" or "destroying" rooms.
- Status & Getters - situational, for checking or retrieving room data.
Initialization β
The following methods initialize room data to be used for Loading and Screenshotting.
β PERFORMANCE NOTE
Initialization is the most resource-intensive operation in the entire library. It parses room data from room_get_info() and optimizes it for fast Loading and Screenshotting.
βΉοΈ For best performance, call these methods at the very start of your game.
βΉοΈ If room data hasn't been initialized before calling Loading, Screenshotting or Data Getters, GMRoomLoader will initialize it automatically. While convenient for quick testing or handling small rooms, doing this noticeably slows down the aforementioned methods and should be avoided when dealing with bigger rooms.
.DataInit() β
RoomLoader.DataInit(...rooms)β Struct.RoomLoader
Initializes data for all given rooms.
| Parameter | Type | Description |
|---|---|---|
room | Asset.GMRoom | The room to initialize data for |
... | Asset.GMRoom | Additional rooms. Accepts any number of arguments |
// Initializes data for rmLevelCastle:
RoomLoader.DataInit(rmLevelCastle);
// Initializes data for rmLevelPlains, rmLevelForest and rmLevelCliffs:
RoomLoader.DataInit(rmLevelPlains, rmLevelForest, rmLevelCliffs); .DataInitArray() β
RoomLoader.DataInitArray(rooms)β Struct.RoomLoader
Initializes data for all rooms in the given array.
| Parameter | Type | Description |
|---|---|---|
rooms | Array of Asset.GMRoom | The array of rooms to initialize data for |
// Initializes data for all rooms inside the rooms array:
rooms = [rmLevelCabin, rmLevelAlley, rmLevelBeach];
RoomLoader.DataInitArray(rooms); .DataInitPrefix() β
RoomLoader.DataInitPrefix(prefix)β Array of Asset.GMRoom
Initializes data for all rooms starting with the given prefix. Returns an array of found rooms.
| Parameter | Type | Description |
|---|---|---|
prefix | String | The prefix used to filter room names |
// Initializes data for all rooms starting with "rmLevel" and stores found room IDs in a variable:
rooms = RoomLoader.DataInitPrefix("rmLevel"); .DataInitTag() β
RoomLoader.DataInitTag(tag)β Array of Asset.GMRoom
| Parameter | Type | Description |
|---|---|---|
tag | String | The tag to parse rooms from |
// Initializes data for all rooms with the "Dungeon" tag assigned and stores their IDs in a variable:
dungeonRooms = RoomLoader.DataInitTag("Dungeon"); .DataInitAll() β
RoomLoader.DataInitAll(blacklist)β Struct.RoomLoader
Initializes data for all rooms in the project, except the ones listed in the blacklist array.
| Parameter | Type | Description |
|---|---|---|
blacklist | Array of Asset.GMRoom | The rooms to not initialize data for [Default: empty] |
// Initializes data for all rooms in the project BUT rmInit:
RoomLoader.DataInitAll([rmInit]); Removal β
Although initialized room data takes up little space, you may still want to remove it for rooms that are no longer needed. The following methods follow the Initialization structure and remove the corresponding data from RoomLoader's internal pool.
.DataRemove() β
RoomLoader.DataRemove(...rooms)β Struct.RoomLoader
Removes data for all given rooms.
| Parameter | Type | Description |
|---|---|---|
room | Asset.GMRoom | The room to remove data for |
... | Asset.GMRoom | Additional rooms. Accepts any number of arguments |
// Removes data for rmLevelCastle:
RoomLoader.DataRemove(rmLevelCastle);
// Removes data for rmLevelPlains, rmLevelForest and rmLevelCliffs:
RoomLoader.DataRemove(rmLevelPlains, rmLevelForest, rmLevelCliffs); .DataRemoveArray() β
RoomLoader.DataRemoveArray(rooms)β Struct.RoomLoader
Removes data for all rooms in the given array.
| Parameter | Type | Description |
|---|---|---|
rooms | Array of Asset.GMRoom | The array of rooms to remove data for |
// Removes data for all rooms inside the rooms array:
rooms = [rmLevelCabin, rmLevelAlley, rmLevelBeach];
RoomLoader.DataRemoveArray(rooms); .DataRemovePrefix() β
RoomLoader.DataRemovePrefix(prefix)β Struct.RoomLoader
Removes data for all rooms starting with the given prefix.
| Parameter | Type | Description |
|---|---|---|
prefix | String | The prefix used to filter room names |
// Removes data for all rooms starting with "rmLevel":
RoomLoader.DataRemovePrefix("rmLevel"); .DataRemoveTag() β
RoomLoader.DataRemoveTag(tag)β Struct.RoomLoader
Removes data for all rooms with the given tag.
| Parameter | Type | Description |
|---|---|---|
tag | String | The tag to parse rooms from |
// Removes data for all rooms with the "Dungeon" tag assigned:
RoomLoader.DataRemoveTag("Dungeon"); .DataRemoveAll() β
RoomLoader.DataRemoveAll(blacklist)β Struct.RoomLoader
Removes data for all rooms, except the ones listed in the blacklist array.
| Parameter | Type | Description |
|---|---|---|
blacklist | Array of Asset.GMRoom | The rooms to not remove data for [Default: empty] |
// Removes data for all rooms in the project BUT rmHub:
var _blacklist = [rmHub];
RoomLoader.DataRemoveAll(_blacklist); Status & Getters β
.DataIsInitialized() β
RoomLoader.DataIsInitialized(room)-> Bool
Checks whether the data for the given room is initialized (returns true) or not (returns false).
| Parameter | Type | Description |
|---|---|---|
room | Asset.GMRoom | The room to check |
if (RoomLoader.DataIsInitialized(rmLevelTower)) {
// Yay, the data for rmLevelTower is initialized!
}.DataGetWidth() β
RoomLoader.DataGetWidth(room)β Real
Returns the width of the given room.
| Parameter | Type | Description |
|---|---|---|
room | Asset.GMRoom | The room to get the width of |
// Gets the width of rmLevelDungeon:
var _width = RoomLoader.DataGetWidth(rmLevelDungeon); .DataGetHeight() β
RoomLoader.DataGetHeight(room)β Real
Returns the height of the given room.
| Parameter | Type | Description |
|---|---|---|
room | Asset.GMRoom | The room to get the height of |
// Gets the height of rmLevelDungeon:
var _height = RoomLoader.DataGetHeight(rmLevelDungeon); .DataGetLayerNames() β
Returns an array of layer names from the given room, in the order defined in the room editor. Can be safely operated on with array functions since the internal data is not touched.
| Parameter | Type | Description |
|---|---|---|
room | Asset.GMRoom | The room to get an array of layer names from |
// Fetches layers names from rmLevelGarden and whitelists 3 random layers before loading:
var _room = rmLevelGarden;
var _layerNames = RoomLoader.DataGetLayerNames(_room);
array_shuffle_ext(_layerNames);
array_resize(_layerNames, 3);
array_foreach(_layerNames, function(_layerName) {
RoomLoader.LayerWhitelistAdd(_layerName);
});
RoomLoader.Load(_room, x, y);
RoomLoader.LayerWhitelistReset();.DataGetInstances() β
RoomLoader.DataGetInstances(room, [object])β Array of Struct
Returns an array of instance data structs from the given room. See the format listed below.
You can also provide the optional [object] argument to return data only for instances of the given object.
IMPORTANT
This method fetches the internal data structs, which should NOT be changed externally. Doing so might affect future loading in undesirable ways. If you need to edit the returned structs, clone the array first using variable_clone().
| Parameter | Type | Description |
|---|---|---|
room | Asset.GMRoom | The room to get an array of instance data from |
[object] | Asset.GMObject | The object to filter instances by. Only instances of the given object will be included |
// Fetches instance data from rmExample:
var _instancesData = RoomLoader.DataGetInstances(rmExample);
// Maps the data array to an array of instance IDs using a custom instance creation function:
instances = array_map(_instancesData, function(_instanceData) {
var _instanceId = ...; // Use _instanceData for custom instance creation.
// More custom logic...
return _instanceId;
});// Fetches objDoor instance data from rmExample:
var _doorsData = RoomLoader.DataGetInstances(rmExample, objDoor);
// ....DataGetInstance() β
RoomLoader.DataGetInstance(room, instanceId)β Struct
Returns an instance data struct for the given room instance inside the given room. See the format listed below.
var _leftDoor = RoomLoader.DataGetInstance(rmExample, inst_2C16415);
// ...Struct Format β
| Property | Type |
|---|---|
ββ x | Real |
ββ y | Real |
ββ id | Id.Instance |
ββ object | Asset.GMObject |
ββ creationCode | Id.Function |
ββ preCreate | Struct |
Β Β Β Β ββ sprite_index | Asset.GMSprite |
Β Β Β Β ββ image_index | Real |
Β Β Β Β ββ image_speed | Real |
Β Β Β Β ββ image_xscale | Real |
Β Β Β Β ββ image_yscale | Real |
Β Β Β Β ββ image_angle | Real |
Β Β Β Β ββ image_blend | :Constant.GMColor:, Real |
Β Β Β Β ββ image_alpha | Real |
Any variables adjusted through the Variable Definitions tab are also included in the struct. Variables with untouched default values are ignored - room_get_info() doesn't provide any data for those.
.DataGetTilemap() β
RoomLoader.DataGetTilemap(room, layerName)β Struct
Returns a {tileset, width, height, tiles} data struct for the tilemap from the given layer in the given room.
The tiles array is laid out in x, y, tileData data sets for each tile: [x, y, tileData, x, y, tileData, ...], where x and y are tile coordinates in tilemap space and tileData is the tile data used in tilemap functions.
βΉοΈ WHY THIS FORMAT?
- Why not a 2d array? Tilemap loading is optimized by removing empty 0 tiles from internal data, and there's no need to track empty cells in the resulting array used for creating tilemaps.
- Why not an array of structs? Having a single flat 1d array is both faster and more memory efficient compared to an array of structs.
| Parameter | Type | Description |
|---|---|---|
room | Asset.GMRoom | The room to get tilemap data from |
layerName | String | The Tile layer name to get tilemap data from |
// Fetches tilemap data from rmExample's "Tiles" layer:
var _tilemapData = RoomLoader.DataGetTilemap(rmExample, "Tiles");
// Loops through the 'tiles' array:
var _tiles = _tilemapData.tiles;
var _i = 0; repeat (array_length(_tiles) / 3) {
var _x = _tiles[_i];
var _y = _tiles[_i + 1];
var _tile = _tiles[_i + 2];
// Does something really cool with each tile...
_i += 3;
}