Data
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.
- Removal - optional, for cleaning up data that's no longer needed.
- Status & Getters - situational, for checking or retrieving room data.
Initialization
The following methods initialize room data to be used for Loading and Screenshotting.
IMPORTANT
Loading is only possible for rooms with initialized data. Ensure that data initialization is completed before using Loading or Screenshotting functions. Attempting to use a room whose data hasn't been initialized will cause a crash.
TIP
While GMRoomLoader is optimized to handle data efficiently, this section is the most resource-intensive because it relies on room_get_info() to fetch and process room data.
For best results, call these methods at the very start of your game. If your project involves large amounts of data or requires loading/unloading during gameplay, call them between levels, hidden behind a transition or loading screen.
.DataInit()
RoomLoader.DataInit(...rooms)
➜ 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()
RoomLoader.DataInitArray(rooms)
➜ 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()
RoomLoader.DataInitPrefix(prefix)
➜ 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 to filter rooms with |
// Initializes data for all rooms starting with "rmLevel" and stores found room IDs in a variable:
rooms = RoomLoader.DataInitPrefix("rmLevel");
.DataInitTag()
RoomLoader.DataInitTag(tag)
➜ 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()
RoomLoader.DataInitAll(blacklist)
➜ 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
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()
RoomLoader.DataRemove(...rooms)
➜ 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()
RoomLoader.DataRemoveArray(rooms)
➜ 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()
RoomLoader.DataRemovePrefix(prefix)
➜ Struct.RoomLoader
Removes data for all rooms starting with the given prefix.
Parameter | Type | Description |
---|---|---|
prefix | String | The prefix to filter rooms with |
// Removes data for all rooms starting with "rmLevel":
RoomLoader.DataRemovePrefix("rmLevel");
.DataRemoveTag()
RoomLoader.DataRemoveTag(tag)
➜ 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()
RoomLoader.DataRemoveAll(blacklist)
➜ 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:
RoomLoader.DataRemoveAll([rmHub]);
Status & Getters
.DataIsInitialized()
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()
RoomLoader.DataGetWidth(room)
➜ 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()
RoomLoader.DataGetHeight(room)
➜ 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);
.DataGetInstances()
Returns an array of instance data structs for the given room. Format listed below.
Parameter | Type | Description |
---|---|---|
room | Asset.GMRoom | The room to get an array of instance data for |
// Fetches instance data for rmExample:
var _instancesData = RoomLoader.DataGetInstances(rmExample);
// Maps the data array to an array of instance IDs using a custom function
// for creating instances:
instances = array_map(_instancesData, function(_instanceData) {
var _instanceId = ...; // Use _instanceData for custom instance creation.
// More custom logic...
return _instanceId;
});
Struct Format
Property | Type |
---|---|
├─ x | Real |
├─ y | Real |
├─ id | Id.Instance |
├─ object | Asset.GMObject |
├─ sprite | Asset.GMSprite |
├─ creationCode | Id.Function |
└─ preCreate | Struct |
├─ image_xscale | Real |
├─ image_yscale | Real |
├─ image_angle | Real |
├─ image_speed | Real |
├─ image_index | Real |
├─ image_alpha | Real |
└─ image_blend | Real |