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Binding of Isaac - Afterbirth+ Lua Reference/Guide
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Public Member Functions | |
| SetTimeout (integer Value) | |
| SetActiveRotation (integer Delay, float AngleDegrees, float RotationSpd, boolean TimeoutComplete) | |
| integer | GetRenderZ () |
| const Vector & | GetEndPoint () |
| boolean | IsSampleLaser () |
| const HomingLaser::SampleList & | GetSamples () |
| const HomingLaser::SampleList & | GetNonOptimizedSamples () |
| SetOneHit (boolean Value) | |
| SetHomingType (LaserHomingType Type) | |
| SetMaxDistance (float Distance) | |
| boolean | IsCircleLaser () |
| SetBlackHpDropChance (float Chance) | |
| SetMultidimensionalTouched (boolean Value) | |
Public Member Functions inherited from Entity | |
| 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 KColor & | GetColor () |
| 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 () |
| Entity & | GetLastParent () |
| Entity & | GetLastChild () |
| boolean | HasCommonParentWithEntity (Entity Other) |
| boolean | IsFrame (integer Frame, integer Offset) |
| true every X frames More... | |
| RNG & | GetDropRNG () |
| Sprite & | GetSprite () |
| EntityPlayer | ToPlayer () |
| EntityEffect | ToEffect () |
| EntityNPC | ToNPC () |
| EntityPickup | ToPickup () |
| EntityFamiliar | ToFamiliar () |
| EntityBomb | ToBomb () |
| EntityKnife | ToKnife () |
| EntityLaser | ToLaser () |
| EntityTear | ToTear () |
| EntityProjectile | ToProjectile () |
Static Public Member Functions | |
| static EntityLaser & | ShootAngle (integer Variant, Vector SourcePos, float AngleDegrees, integer Timeout, Vector PosOffset, Entity Source) |
| static helper to simplify spawning lasers More... | |
| static Vector | CalculateEndPoint (Vector Start, Vector Dir, Vector PositionOffset, Entity Parent, float Margin) |
Public Attributes | |
| integer | TearFlags |
| float m_DepthOffset; More... | |
| float | Angle |
| float | Radius |
| Vector | ParentOffset |
| float | StartAngleDegrees |
| Some lasers have a bit of random variation in rotation so they need to remember their starting point. More... | |
| float | AngleDegrees |
| float | LastAngleDegrees |
| integer | Timeout |
| boolean | FirstUpdate |
| boolean | SampleLaser |
| boolean | Shrink |
| float | LaserLength |
| HomingLaser | HomingLaser |
| float | CurveStrength |
| My Reflection. More... | |
| boolean | IsActiveRotating |
| integer | RotationDelay |
| float | RotationDegrees |
| float | RotationSpd |
| float | MaxDistance |
| Used to trim brimstone for Azazel (0 - off) More... | |
| LaserHomingType | HomingType |
| Vector | EndPoint |
| Will hold the endpoint so it will not need to be recalculated when accessed from extern. More... | |
| boolean | DisableFollowParent |
| Set on children of other lasers, for instance Rubber Cement reflections. Disables m_ParentOffset. More... | |
| Entity & | BounceLaser |
| float | BlackHpDropChance |
| For maw of void. More... | |
| boolean | OneHit |
| Laser hits only once. More... | |
| boolean | GridHit |
| true if laser can be clipped by grid entities and it was clipped at that frame. More... | |
Public Attributes inherited from Entity | |
| 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 KColor & | SplatColor |
| boolean | Visible |
| const Vector & | PositionOffset |
| integer | RenderZOffset |
| boolean | FlipX |
| const Vector & | SpriteOffset |
| const Vector & | SpriteScale |
| float | SpriteRotation |
| Vector | SizeMulti |
| float | Mass |
| float | MaxHitPoints |
| float | HitPoints |
| const integer | Index |
| const Vector & | TargetPosition |
| GridCollisionClass | GridCollisionClass |
| EntityCollisionClass | EntityCollisionClass |
| float | CollisionDamage |
| const integer | SpawnGridIndex |
| Entity & | Parent |
| Entity & | Child |
| Entity & | Target |
| Entity & | SpawnerEntity |
| const integer | FrameCount |
| const integer | InitSeed |
| const integer | DropSeed |
| float | DepthOffset |
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static |
| const Vector& EntityLaser::GetEndPoint | ( | ) |
| const HomingLaser::SampleList& EntityLaser::GetNonOptimizedSamples | ( | ) |
| integer EntityLaser::GetRenderZ | ( | ) |
| const HomingLaser::SampleList& EntityLaser::GetSamples | ( | ) |
| boolean EntityLaser::IsCircleLaser | ( | ) |
| boolean EntityLaser::IsSampleLaser | ( | ) |
| EntityLaser::SetActiveRotation | ( | integer | Delay, |
| float | AngleDegrees, | ||
| float | RotationSpd, | ||
| boolean | TimeoutComplete | ||
| ) |
| EntityLaser::SetBlackHpDropChance | ( | float | Chance | ) |
| EntityLaser::SetHomingType | ( | LaserHomingType | Type | ) |
| EntityLaser::SetMaxDistance | ( | float | Distance | ) |
| EntityLaser::SetMultidimensionalTouched | ( | boolean | Value | ) |
| EntityLaser::SetOneHit | ( | boolean | Value | ) |
| EntityLaser::SetTimeout | ( | integer | Value | ) |
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static |
static helper to simplify spawning lasers
| float EntityLaser::Angle |
| float EntityLaser::AngleDegrees |
| float EntityLaser::BlackHpDropChance |
For maw of void.
| Entity& EntityLaser::BounceLaser |
| float EntityLaser::CurveStrength |
My Reflection.
| boolean EntityLaser::DisableFollowParent |
Set on children of other lasers, for instance Rubber Cement reflections. Disables m_ParentOffset.
| Vector EntityLaser::EndPoint |
Will hold the endpoint so it will not need to be recalculated when accessed from extern.
| boolean EntityLaser::FirstUpdate |
| boolean EntityLaser::GridHit |
true if laser can be clipped by grid entities and it was clipped at that frame.
| HomingLaser EntityLaser::HomingLaser |
| LaserHomingType EntityLaser::HomingType |
| boolean EntityLaser::IsActiveRotating |
| float EntityLaser::LaserLength |
| float EntityLaser::LastAngleDegrees |
| float EntityLaser::MaxDistance |
Used to trim brimstone for Azazel (0 - off)
| boolean EntityLaser::OneHit |
Laser hits only once.
| Vector EntityLaser::ParentOffset |
| float EntityLaser::Radius |
| float EntityLaser::RotationDegrees |
| integer EntityLaser::RotationDelay |
| float EntityLaser::RotationSpd |
| boolean EntityLaser::SampleLaser |
| boolean EntityLaser::Shrink |
| float EntityLaser::StartAngleDegrees |
Some lasers have a bit of random variation in rotation so they need to remember their starting point.
| integer EntityLaser::TearFlags |
float m_DepthOffset;
float GetDepthOffset(void) const { return m_DepthOffset; } void SetDepthOffset(float Value) { m_DepthOffset = Value; }
| integer EntityLaser::Timeout |