melonJS
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    Interface LevelLoadOptions

    interface LevelLoadOptions {
        async?: boolean;
        castGroundShadow?: boolean;
        container?: any;
        flatten?: boolean;
        lightIntensityScale?: number;
        lights?: boolean;
        onLoaded?: Function;
        rightHanded?: boolean;
        scale?: number;
        setViewportBounds?: boolean;
        shadowGroundY?: number;
    }
    Index
    async?: boolean

    return a promise that settles once the level is in the world, instead of a boolean

    castGroundShadow?: boolean

    (glTF/GLB only) give every mesh in the scene a ground shadow; omit to inherit the application's castGroundShadow setting (on by default)

    container?: any

    container in which to load the specified level

    flatten?: boolean

    (TMX only) if true, flatten all objects into the given container

    lightIntensityScale?: number

    (glTF/GLB only) multiply each light's authored physical intensity by this factor instead of normalizing it to 1

    lights?: boolean

    (glTF/GLB only) add the scene's authored KHR_lights_punctual lights (plus a soft ambient fill) as Light3d world children

    onLoaded?: Function

    callback for when the level is fully loaded, called in both forms

    rightHanded?: boolean

    (glTF/GLB only) convert the right-handed (Y-up) source to the engine's Y-down via a rotation rather than a mirror

    scale?: number

    (glTF/GLB only) pixels per glTF unit applied to the whole scene

    setViewportBounds?: boolean

    (TMX only) if true, set the viewport bounds to the map size

    shadowGroundY?: number

    (glTF/GLB only) world Y the ground shadows land on