Binding of Isaac - Afterbirth+ Lua Reference/Guide
Entity Class Reference
Inheritance diagram for Entity:
EntityBomb EntityEffect EntityFamiliar EntityKnife EntityLaser EntityNPC EntityPickup EntityPlayer EntityProjectile EntityTear

Public Member Functions

table GetData ()
 
 Update ()
 
 Render (Vector Offset)
 
boolean RenderShadowLayer (Vector Offset)
 
 PostRender ()
 
boolean TakeDamage (float Damage, integer Flags, EntityRef Source, integer DamageCountdown)
 
boolean HasMortalDamage ()
 
 Kill ()
 Kills the entity and makes a blood splat or gibs. More...
 
 Die ()
 
 Remove ()
 
 BloodExplode ()
 Explodes with gibs and blood. More...
 
 AddVelocity (Vector Velocity)
 
 MultiplyFriction (float Value)
 
 SetColor (KColor KColor, integer Duration, integer Priority, boolean Fadeout, boolean Share)
 
const KColorGetColor ()
 
 SetSpriteFrame (string AnimationName, integer FrameNum)
 
 SetSpriteOverlayFrame (string AnimationName, integer FrameNum)
 
 SetSize (float Size, Vector SizeMulti, integer NumGridCollisionPoints)
 
boolean CollidesWithGrid ()
 
boolean IsEnemy ()
 return true for NPCs that are not controlled by the player More...
 
boolean IsActiveEnemy (boolean includeDead)
 return true for non background NPCs (ex: every enemy except fire and shopkeepers) More...
 
boolean IsVulnerableEnemy ()
 return true for enemies that can be damaged More...
 
boolean IsFlying ()
 
 AddEntityFlags (integer Flags)
 
 ClearEntityFlags (integer Flags)
 
integer GetEntityFlags ()
 
boolean HasEntityFlags (integer Flags)
 
boolean HasFullHealth ()
 
 AddHealth (float HitPoints)
 
 AddPoison (EntityRef Source, integer Duration, float Damage)
 
 AddFreeze (EntityRef Source, integer Duration)
 
 AddSlowing (EntityRef Source, integer Duration, float SlowValue, KColor SlowColor)
 Makes the friction higher. More...
 
 AddCharmed (integer Duration)
 
 AddConfusion (EntityRef Source, integer Duration, boolean IgnoreBosses)
 
 AddMidasFreeze (EntityRef Source, integer Duration)
 
 AddFear (EntityRef Source, integer Duration)
 
 AddBurn (EntityRef Source, integer Duration, float Damage)
 
 AddShrink (EntityRef Source, integer Duration)
 
 RemoveStatusEffects ()
 
boolean Exists ()
 
boolean IsDead ()
 
boolean IsVisible ()
 
boolean IsInvincible ()
 
boolean CanShutDoors ()
 enemies keep the doors shut More...
 
boolean IsBoss ()
 bosses display health bar More...
 
BossId GetBossID ()
 
EntityGetLastParent ()
 
EntityGetLastChild ()
 
boolean HasCommonParentWithEntity (Entity Other)
 
boolean IsFrame (integer Frame, integer Offset)
 true every X frames More...
 
RNGGetDropRNG ()
 
SpriteGetSprite ()
 
EntityPlayer ToPlayer ()
 
EntityEffect ToEffect ()
 
EntityNPC ToNPC ()
 
EntityPickup ToPickup ()
 
EntityFamiliar ToFamiliar ()
 
EntityBomb ToBomb ()
 
EntityKnife ToKnife ()
 
EntityLaser ToLaser ()
 
EntityTear ToTear ()
 
EntityProjectile ToProjectile ()
 

Public Attributes

float Friction
 loaded from entity config More...
 
Vector Position
 
Vector Velocity
 
const EntityType Type
 
integer Variant
 void SetType(eEntityType Type); More...
 
integer SubType
 
EntityType SpawnerType
 
integer SpawnerVariant
 
const KColorSplatColor
 
boolean Visible
 
const VectorPositionOffset
 
integer RenderZOffset
 
boolean FlipX
 
const VectorSpriteOffset
 
const VectorSpriteScale
 
float SpriteRotation
 
Vector SizeMulti
 
float Mass
 
float MaxHitPoints
 
float HitPoints
 
const integer Index
 
const VectorTargetPosition
 
GridCollisionClass GridCollisionClass
 
EntityCollisionClass EntityCollisionClass
 
float CollisionDamage
 
const integer SpawnGridIndex
 
EntityParent
 
EntityChild
 
EntityTarget
 
EntitySpawnerEntity
 
const integer FrameCount
 
const integer InitSeed
 
const integer DropSeed
 
float DepthOffset
 

Member Function Documentation

◆ AddBurn()

Entity::AddBurn ( EntityRef  Source,
integer  Duration,
float  Damage 
)

◆ AddCharmed()

Entity::AddCharmed ( integer  Duration)

◆ AddConfusion()

Entity::AddConfusion ( EntityRef  Source,
integer  Duration,
boolean  IgnoreBosses 
)

◆ AddEntityFlags()

Entity::AddEntityFlags ( integer  Flags)

◆ AddFear()

Entity::AddFear ( EntityRef  Source,
integer  Duration 
)

◆ AddFreeze()

Entity::AddFreeze ( EntityRef  Source,
integer  Duration 
)

◆ AddHealth()

Entity::AddHealth ( float  HitPoints)

◆ AddMidasFreeze()

Entity::AddMidasFreeze ( EntityRef  Source,
integer  Duration 
)

◆ AddPoison()

Entity::AddPoison ( EntityRef  Source,
integer  Duration,
float  Damage 
)

◆ AddShrink()

Entity::AddShrink ( EntityRef  Source,
integer  Duration 
)

◆ AddSlowing()

Entity::AddSlowing ( EntityRef  Source,
integer  Duration,
float  SlowValue,
KColor  SlowColor 
)

Makes the friction higher.

◆ AddVelocity()

Entity::AddVelocity ( Vector  Velocity)

◆ BloodExplode()

Entity::BloodExplode ( )

Explodes with gibs and blood.

◆ CanShutDoors()

boolean Entity::CanShutDoors ( )

enemies keep the doors shut

◆ ClearEntityFlags()

Entity::ClearEntityFlags ( integer  Flags)

◆ CollidesWithGrid()

boolean Entity::CollidesWithGrid ( )

◆ Die()

Entity::Die ( )

◆ Exists()

boolean Entity::Exists ( )

◆ GetBossID()

BossId Entity::GetBossID ( )

◆ GetColor()

const KColor& Entity::GetColor ( )

◆ GetData()

table Entity::GetData ( )

◆ GetDropRNG()

RNG& Entity::GetDropRNG ( )

◆ GetEntityFlags()

integer Entity::GetEntityFlags ( )

◆ GetLastChild()

Entity& Entity::GetLastChild ( )

◆ GetLastParent()

Entity& Entity::GetLastParent ( )

◆ GetSprite()

Sprite& Entity::GetSprite ( )

◆ HasCommonParentWithEntity()

boolean Entity::HasCommonParentWithEntity ( Entity  Other)

◆ HasEntityFlags()

boolean Entity::HasEntityFlags ( integer  Flags)

◆ HasFullHealth()

boolean Entity::HasFullHealth ( )

◆ HasMortalDamage()

boolean Entity::HasMortalDamage ( )

◆ IsActiveEnemy()

boolean Entity::IsActiveEnemy ( boolean  includeDead)

return true for non background NPCs (ex: every enemy except fire and shopkeepers)

◆ IsBoss()

boolean Entity::IsBoss ( )

bosses display health bar

◆ IsDead()

boolean Entity::IsDead ( )

◆ IsEnemy()

boolean Entity::IsEnemy ( )

return true for NPCs that are not controlled by the player

◆ IsFlying()

boolean Entity::IsFlying ( )

◆ IsFrame()

boolean Entity::IsFrame ( integer  Frame,
integer  Offset 
)

true every X frames

◆ IsInvincible()

boolean Entity::IsInvincible ( )

◆ IsVisible()

boolean Entity::IsVisible ( )

◆ IsVulnerableEnemy()

boolean Entity::IsVulnerableEnemy ( )

return true for enemies that can be damaged

◆ Kill()

Entity::Kill ( )

Kills the entity and makes a blood splat or gibs.

◆ MultiplyFriction()

Entity::MultiplyFriction ( float  Value)

◆ PostRender()

Entity::PostRender ( )

◆ Remove()

Entity::Remove ( )

Makes the entity dead remove the entity from the game instantly, without doing any additional effects/animation

◆ RemoveStatusEffects()

Entity::RemoveStatusEffects ( )

◆ Render()

Entity::Render ( Vector  Offset)

◆ RenderShadowLayer()

boolean Entity::RenderShadowLayer ( Vector  Offset)

◆ SetColor()

Entity::SetColor ( KColor  KColor,
integer  Duration,
integer  Priority,
boolean  Fadeout,
boolean  Share 
)

◆ SetSize()

Entity::SetSize ( float  Size,
Vector  SizeMulti,
integer  NumGridCollisionPoints 
)

◆ SetSpriteFrame()

Entity::SetSpriteFrame ( string  AnimationName,
integer  FrameNum 
)

◆ SetSpriteOverlayFrame()

Entity::SetSpriteOverlayFrame ( string  AnimationName,
integer  FrameNum 
)

◆ TakeDamage()

boolean Entity::TakeDamage ( float  Damage,
integer  Flags,
EntityRef  Source,
integer  DamageCountdown 
)

◆ ToBomb()

EntityBomb Entity::ToBomb ( )

◆ ToEffect()

EntityEffect Entity::ToEffect ( )

◆ ToFamiliar()

EntityFamiliar Entity::ToFamiliar ( )

◆ ToKnife()

EntityKnife Entity::ToKnife ( )

◆ ToLaser()

EntityLaser Entity::ToLaser ( )

◆ ToNPC()

EntityNPC Entity::ToNPC ( )

◆ ToPickup()

EntityPickup Entity::ToPickup ( )

◆ ToPlayer()

EntityPlayer Entity::ToPlayer ( )

◆ ToProjectile()

EntityProjectile Entity::ToProjectile ( )

◆ ToTear()

EntityTear Entity::ToTear ( )

◆ Update()

Entity::Update ( )

Member Data Documentation

◆ Child

Entity& Entity::Child

◆ CollisionDamage

float Entity::CollisionDamage

◆ DepthOffset

float Entity::DepthOffset

◆ DropSeed

const integer Entity::DropSeed

◆ EntityCollisionClass

EntityCollisionClass Entity::EntityCollisionClass

◆ FlipX

boolean Entity::FlipX

◆ FrameCount

const integer Entity::FrameCount

◆ Friction

float Entity::Friction

loaded from entity config

◆ GridCollisionClass

GridCollisionClass Entity::GridCollisionClass

◆ HitPoints

float Entity::HitPoints

◆ Index

const integer Entity::Index

◆ InitSeed

const integer Entity::InitSeed

◆ Mass

float Entity::Mass

◆ MaxHitPoints

float Entity::MaxHitPoints

◆ Parent

Entity& Entity::Parent

◆ Position

Vector Entity::Position

◆ PositionOffset

const Vector& Entity::PositionOffset

◆ RenderZOffset

integer Entity::RenderZOffset

◆ SizeMulti

Vector Entity::SizeMulti

◆ SpawnerEntity

Entity& Entity::SpawnerEntity

◆ SpawnerType

EntityType Entity::SpawnerType

◆ SpawnerVariant

integer Entity::SpawnerVariant

◆ SpawnGridIndex

const integer Entity::SpawnGridIndex

◆ SplatColor

const KColor& Entity::SplatColor

◆ SpriteOffset

const Vector& Entity::SpriteOffset

◆ SpriteRotation

float Entity::SpriteRotation

◆ SpriteScale

const Vector& Entity::SpriteScale

◆ SubType

integer Entity::SubType

◆ Target

Entity& Entity::Target

◆ TargetPosition

const Vector& Entity::TargetPosition

◆ Type

const EntityType Entity::Type

◆ Variant

integer Entity::Variant

void SetType(eEntityType Type);

◆ Velocity

Vector Entity::Velocity

◆ Visible

boolean Entity::Visible