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Data ​

Overview ​

This section covers room data management in GMRoomLoader. It's divided into three modules:

  • Initialization prepares room data for Loading, Screenshotting and Data Getters. It happens automatically when needed, but initializing upfront is strongly recommended for best performance.
  • Removal cleans up initialized data that is no longer needed. Mostly relevant at scale, when working with many rooms and keeping memory usage in check matters.
  • Status & Getters provides tools for retrieving room data such as dimensions, layer names, instance data and more.

Initialization ​

The following methods initialize room data for use in Loading, Screenshotting and Data Getters.

❗ PERFORMANCE NOTE

Room data is initialized automatically the first time it's needed, so these methods are never strictly required. However, automatic initialization runs during gameplay, which can severely slow down the first Loading or Screenshotting call for each room. Initializing explicitly at the start of your game or behind a loading screen avoids this entirely.


.DataInit() ​

RoomLoader.DataInit(...rooms) ➜ Struct.RoomLoader

Initializes data for all given rooms.

ParameterTypeDescription
roomAsset.GMRoomThe room to initialize data for
...Asset.GMRoomAdditional rooms. Accepts any number of arguments
js
// 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.

ParameterTypeDescription
roomsArray of Asset.GMRoomThe array of rooms to initialize data for
js
// 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.

ParameterTypeDescription
prefixStringThe prefix used to filter room names
js
// 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

Initializes data for all rooms with the given tag assigned. Returns an array of found rooms.

ParameterTypeDescription
tagStringThe tag to parse rooms from
js
// 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) ➜ Array of Asset.GMRoom

Initializes data for all rooms in the project, except the ones listed in the blacklist array.

ParameterTypeDescription
blacklistArray of Asset.GMRoomThe rooms to not initialize data for [Default: empty]
js
// Initializes data for all rooms in the project BUT rmInit
RoomLoader.DataInitAll([rmInit]); 

Removal ​

The following methods remove initialized room data from RoomLoader's internal pool. While data takes up little memory, removing it for rooms that are no longer needed is good practice at scale, especially when working with a large number of rooms.


.DataRemove() ​

RoomLoader.DataRemove(...rooms) ➜ Struct.RoomLoader

Removes data for all given rooms.

ParameterTypeDescription
roomAsset.GMRoomThe room to remove data for
...Asset.GMRoomAdditional rooms. Accepts any number of arguments
js
// 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.

ParameterTypeDescription
roomsArray of Asset.GMRoomThe array of rooms to remove data for
js
// 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.

ParameterTypeDescription
prefixStringThe prefix used to filter room names
js
// 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.

ParameterTypeDescription
tagStringThe tag to parse rooms from
js
// Removes data for all rooms with the "Dungeon" tag assigned
RoomLoader.DataRemoveTag("Dungeon"); 

.DataClear() ​

RoomLoader.DataClear() ➜ Struct.RoomLoader

Clears all initialized room data.

js
// Clears all initialized room data
RoomLoader.DataClear(); 

Status & Getters ​

.DataIsInitialized() ​

RoomLoader.DataIsInitialized(room) ➜ Bool

Checks whether the data for the given room is initialized (returns true) or not (returns false).

ParameterTypeDescription
roomAsset.GMRoomThe room to check
js
if (RoomLoader.DataIsInitialized(rmLevelTower)) { 
    // Yay, the data for rmLevelTower is initialized!
}

.DataGetWidth() ​

RoomLoader.DataGetWidth(room) ➜ Real

Returns the width of the given room.

ParameterTypeDescription
roomAsset.GMRoomThe room to get the width of
js
// Gets the width of rmLevelDungeon
var _width = RoomLoader.DataGetWidth(rmLevelDungeon); 

.DataGetHeight() ​

RoomLoader.DataGetHeight(room) ➜ Real

Returns the height of the given room.

ParameterTypeDescription
roomAsset.GMRoomThe room to get the height of
js
// Gets the height of rmLevelDungeon
var _height = RoomLoader.DataGetHeight(rmLevelDungeon); 

.DataGetLayerNames() ​

RoomLoader.DataGetLayerNames(room) ➜ Array of String

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.

ParameterTypeDescription
roomAsset.GMRoomThe room to get an array of layer names from
js
// Fetches layer 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() ​

RoomLoader.DataGetInstances(room, [object]) ➜ 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.

ParameterTypeDescription
roomAsset.GMRoomThe room to get an array of instance data from
[object]Asset.GMObjectThe object to filter instances by. Only instances of the given object will be included [Default: undefined (no filter)]
js
// 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;
});
js
// Fetches objDoor instance data from rmExample
var _doorsData = RoomLoader.DataGetInstances(rmExample, objDoor); 
// ...

.DataGetInstance() ​

RoomLoader.DataGetInstance(room, id) ➜ Struct

Returns an instance data struct for the given room instance inside the given room. See the format listed below.

ParameterTypeDescription
roomAsset.GMRoomThe room to get instance data from
idId.InstanceThe room ID of the instance to get data for
js
var _leftDoor = RoomLoader.DataGetInstance(rmExample, inst_2C16415); 
// ...

Struct Format ​

PropertyType
β”œβ”€ xReal
β”œβ”€ yReal
β”œβ”€ idId.Instance
β”œβ”€ objectAsset.GMObject
β”œβ”€ creationCodeId.Function
└─ preCreateStruct
Β Β Β Β β”œβ”€ sprite_indexAsset.GMSprite
Β Β Β Β β”œβ”€ image_indexReal
Β Β Β Β β”œβ”€ image_speedReal
Β Β Β Β β”œβ”€ image_xscaleReal
Β Β Β Β β”œβ”€ image_yscaleReal
Β Β Β Β β”œβ”€ image_angleReal
Β Β Β Β β”œβ”€ image_blendConstant.Color, Real
    └─ image_alphaReal

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() ​

RoomLoader.DataGetTilemap(room, layerName) ➜ 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.

ℹ️ 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.
ParameterTypeDescription
roomAsset.GMRoomThe room to get tilemap data from
layerNameStringThe Tile layer name to get tilemap data from
js
// 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;
}