Binding of Isaac - Afterbirth+ Lua Reference/Guide
Game Class Reference

Public Member Functions

 Update ()
 
 Render ()
 
boolean IsPaused ()
 Displays the HUD elements that are moved to the gamepad. More...
 
EntitySpawn (EntityType Type, integer Variant, Vector Position, Vector Velocity, Entity Spawner, integer SubType, integer Seed)
 
EntityNPCSpawnEntityDesc (Entity::EntityDesc desc, Vector Position, Entity Spawner)
 
 BombDamage (Vector Position, float Damage, float Radius, boolean LineCheck, Entity Source, integer TearFlags, integer DamageFlags, boolean DamageSource)
 
 BombExplosionEffects (Vector Position, float Damage, integer TearFlags, KColor KColor, Entity Source, float RadiusMult, boolean LineCheck, boolean DamageSource)
 The complete bomb explosion package: Do damage, spawn boomgraphics, and apply tearflag-based effects. More...
 
 BombTearflagEffects (KAGE::Math::Vector Position, float Radius, integer TearFlags, Entity Source)
 Does bomb-exclusive special effects. More...
 
 Fart (Vector Position, float Radius, Entity Source, float FartScale, integer FartSubType)
 
 CharmFart (Vector Position, float Radius, Entity Source)
 
 ButterBeanFart (Vector Position, float Radius, Entity Source, boolean ShowEffect)
 
boolean RerollEnemy (Entity e)
 
 SpawnParticles (Vector Pos, EntityEffect::Variant ParticleType, integer NumParticles, float Speed, KColor KColor, float Height)
 
KAGE::Graphics::Font & GetFont ()
 
LevelGetLevel ()
 
RoomGetRoom ()
 
EntityPlayerGetPlayer (integer Index)
 
EntityPlayerGetNearestPlayer (Vector Pos)
 
EntityPlayerGetRandomPlayer (Vector Pos, float Radius)
 
integer GetNumPlayers ()
 
History & GetItemHistory ()
 
ItemPoolGetItemPool ()
 
ItemOverlay & GetItemOverlay ()
 
SeedsGetSeeds ()
 const std::string& GetStartSeed(void) { return m_StartSeed; } More...
 
 End (Ending Ending)
 
 ShowFortune ()
 
 ShowRule ()
 
 StartRoomTransition (integer RoomIndex, Direction Direction, RoomTransition::Animation Animation)
 
 ChangeRoom (integer RoomIndex)
 
 StartStageTransition (boolean SameStage, StageTransition::Animation Animation)
 
 MoveToRandomRoom (boolean IAmErrorRoom, integer Seed)
 
integer GetFrameCount ()
 
boolean GetStateFlag (StateFlag StateFlag)
 
 SetStateFlag (StateFlag StateFlag, boolean Val)
 
 SetLastDevilRoomStage (LevelStage Stage)
 
LevelStage GetLastDevilRoomStage ()
 
 AddTreasureRoomsVisited ()
 
integer GetTreasureRoomVisitCount ()
 
 AddStageWithoutHeartsPicked ()
 
 ClearStagesWithoutHeartsPicked ()
 
integer GetStagesWithoutHeartsPicked ()
 
 AddStageWithoutDamage ()
 
 ClearStagesWithoutDamage ()
 
integer GetStagesWithoutDamage ()
 
 AddDevilRoomDeal ()
 
 DonateGreed (integer Donate)
 
 DonateAngel (integer Donate)
 
integer GetDevilRoomDeals ()
 
integer GetDonationModGreed ()
 
integer GetDonationModAngel ()
 
 ClearDonationModGreed ()
 
 ClearDonationModAngel ()
 
 SetLastLevelWithDamage (LevelStage Stage)
 
LevelStage GetLastLevelWithDamage ()
 
 AddEncounteredBoss (EntityType Boss, integer Variant)
 
integer GetNumEncounteredBosses ()
 
boolean HasEncounteredBoss (EntityType Boss, integer Variant)
 
integer GetGreedWavesNum ()
 
integer GetGreedBossWaveNum ()
 
 SetLastLevelWithoutHalfHp (LevelStage Stage)
 
LevelStage GetLastLevelWithoutHalfHp ()
 
 ShakeScreen (integer Timeout)
 eBossId GetBossId(eEntityType Type, s32 Variant); More...
 
const integer & GetScreenShakeCountdown ()
 
 Darken (float Darkness, integer Timeout)
 
float GetDarknessModifier ()
 
float GetTargetDarkness ()
 
integer GetVictoryLap ()
 
 NextVictoryLap ()
 
boolean IsGreedMode ()
 
 RerollLevelCollectibles ()
 
 RerollLevelPickups (integer Seed)
 
 FinishChallenge ()
 
 AddPixelation (integer Duration)
 
 ShowHallucination (integer FrameCount, Backdrop::Backdrop HallucinationBackdrop)
 
integer HasHallucination ()
 
 UpdateStrangeAttractor (Vector Position)
 
Ambush & GetAmbush ()
 
 Fadein (float Speed)
 
 Fadeout (float Speed, FadeoutTarget Target)
 

Public Attributes

integer BossRushParTime
 Number of frames of game time. More...
 
integer BlueWombParTime
 
const VectorScreenShakeOffset
 
Challenge Challenge
 
const Difficulty Difficulty
 
integer TimeCounter
 same as FrameCounter but can be modified, mostly used for timed events (bossrush, daily, ...) and not for timestepping More...
 

Member Function Documentation

◆ AddDevilRoomDeal()

Game::AddDevilRoomDeal ( )

◆ AddEncounteredBoss()

Game::AddEncounteredBoss ( EntityType  Boss,
integer  Variant 
)

◆ AddPixelation()

Game::AddPixelation ( integer  Duration)

◆ AddStageWithoutDamage()

Game::AddStageWithoutDamage ( )

◆ AddStageWithoutHeartsPicked()

Game::AddStageWithoutHeartsPicked ( )

◆ AddTreasureRoomsVisited()

Game::AddTreasureRoomsVisited ( )

◆ BombDamage()

Game::BombDamage ( Vector  Position,
float  Damage,
float  Radius,
boolean  LineCheck,
Entity  Source,
integer  TearFlags,
integer  DamageFlags,
boolean  DamageSource 
)

◆ BombExplosionEffects()

Game::BombExplosionEffects ( Vector  Position,
float  Damage,
integer  TearFlags,
KColor  KColor,
Entity  Source,
float  RadiusMult,
boolean  LineCheck,
boolean  DamageSource 
)

The complete bomb explosion package: Do damage, spawn boomgraphics, and apply tearflag-based effects.

◆ BombTearflagEffects()

Game::BombTearflagEffects ( KAGE::Math::Vector  Position,
float  Radius,
integer  TearFlags,
Entity  Source 
)

Does bomb-exclusive special effects.

◆ ButterBeanFart()

Game::ButterBeanFart ( Vector  Position,
float  Radius,
Entity  Source,
boolean  ShowEffect 
)

◆ ChangeRoom()

Game::ChangeRoom ( integer  RoomIndex)

◆ CharmFart()

Game::CharmFart ( Vector  Position,
float  Radius,
Entity  Source 
)

◆ ClearDonationModAngel()

Game::ClearDonationModAngel ( )

◆ ClearDonationModGreed()

Game::ClearDonationModGreed ( )

◆ ClearStagesWithoutDamage()

Game::ClearStagesWithoutDamage ( )

◆ ClearStagesWithoutHeartsPicked()

Game::ClearStagesWithoutHeartsPicked ( )

◆ Darken()

Game::Darken ( float  Darkness,
integer  Timeout 
)

◆ DonateAngel()

Game::DonateAngel ( integer  Donate)

◆ DonateGreed()

Game::DonateGreed ( integer  Donate)

◆ End()

Game::End ( Ending  Ending)

remove entity from the update list (render only) void EnableEntity(Entity* e); add entity back to the update list (update + render) void DisableEntity(Entity* e);

◆ Fadein()

Game::Fadein ( float  Speed)

◆ Fadeout()

Game::Fadeout ( float  Speed,
FadeoutTarget  Target 
)

◆ Fart()

Game::Fart ( Vector  Position,
float  Radius,
Entity  Source,
float  FartScale,
integer  FartSubType 
)

◆ FinishChallenge()

Game::FinishChallenge ( )

◆ GetAmbush()

Ambush& Game::GetAmbush ( )

◆ GetDarknessModifier()

float Game::GetDarknessModifier ( )

◆ GetDevilRoomDeals()

integer Game::GetDevilRoomDeals ( )

◆ GetDonationModAngel()

integer Game::GetDonationModAngel ( )

◆ GetDonationModGreed()

integer Game::GetDonationModGreed ( )

◆ GetFont()

KAGE::Graphics::Font& Game::GetFont ( )

◆ GetFrameCount()

integer Game::GetFrameCount ( )

◆ GetGreedBossWaveNum()

integer Game::GetGreedBossWaveNum ( )

◆ GetGreedWavesNum()

integer Game::GetGreedWavesNum ( )

◆ GetItemHistory()

History& Game::GetItemHistory ( )

◆ GetItemOverlay()

ItemOverlay& Game::GetItemOverlay ( )

◆ GetItemPool()

ItemPool& Game::GetItemPool ( )

◆ GetLastDevilRoomStage()

LevelStage Game::GetLastDevilRoomStage ( )

◆ GetLastLevelWithDamage()

LevelStage Game::GetLastLevelWithDamage ( )

◆ GetLastLevelWithoutHalfHp()

LevelStage Game::GetLastLevelWithoutHalfHp ( )

◆ GetLevel()

Level& Game::GetLevel ( )

◆ GetNearestPlayer()

EntityPlayer& Game::GetNearestPlayer ( Vector  Pos)

◆ GetNumEncounteredBosses()

integer Game::GetNumEncounteredBosses ( )

◆ GetNumPlayers()

integer Game::GetNumPlayers ( )

◆ GetPlayer()

EntityPlayer& Game::GetPlayer ( integer  Index)

◆ GetRandomPlayer()

EntityPlayer& Game::GetRandomPlayer ( Vector  Pos,
float  Radius 
)

◆ GetRoom()

Room& Game::GetRoom ( )

◆ GetScreenShakeCountdown()

const integer& Game::GetScreenShakeCountdown ( )

◆ GetSeeds()

Seeds& Game::GetSeeds ( )

const std::string& GetStartSeed(void) { return m_StartSeed; }

◆ GetStagesWithoutDamage()

integer Game::GetStagesWithoutDamage ( )

◆ GetStagesWithoutHeartsPicked()

integer Game::GetStagesWithoutHeartsPicked ( )

◆ GetStateFlag()

boolean Game::GetStateFlag ( StateFlag  StateFlag)

◆ GetTargetDarkness()

float Game::GetTargetDarkness ( )

◆ GetTreasureRoomVisitCount()

integer Game::GetTreasureRoomVisitCount ( )

◆ GetVictoryLap()

integer Game::GetVictoryLap ( )

◆ HasEncounteredBoss()

boolean Game::HasEncounteredBoss ( EntityType  Boss,
integer  Variant 
)

◆ HasHallucination()

integer Game::HasHallucination ( )

◆ IsGreedMode()

boolean Game::IsGreedMode ( )

◆ IsPaused()

boolean Game::IsPaused ( )

Displays the HUD elements that are moved to the gamepad.

◆ MoveToRandomRoom()

Game::MoveToRandomRoom ( boolean  IAmErrorRoom,
integer  Seed 
)

◆ NextVictoryLap()

Game::NextVictoryLap ( )

◆ Render()

Game::Render ( )

◆ RerollEnemy()

boolean Game::RerollEnemy ( Entity  e)

void LaserDamageAngle(const Vector& Pos, float AngleDegrees, float Damage, Entity* Source = NULL); void AcidDamagePlayer(const Vector& CenterPoint, s32 Damage, float Radius, Entity* Source = NULL); void LightDamage(const Vector& Pos, float Radius, Entity* Source = NULL); void HolyWaterDamage(const Vector& CenterPoint, float Damage, float Radius, Entity* Source = NULL);

◆ RerollLevelCollectibles()

Game::RerollLevelCollectibles ( )

◆ RerollLevelPickups()

Game::RerollLevelPickups ( integer  Seed)

◆ SetLastDevilRoomStage()

Game::SetLastDevilRoomStage ( LevelStage  Stage)

◆ SetLastLevelWithDamage()

Game::SetLastLevelWithDamage ( LevelStage  Stage)

◆ SetLastLevelWithoutHalfHp()

Game::SetLastLevelWithoutHalfHp ( LevelStage  Stage)

◆ SetStateFlag()

Game::SetStateFlag ( StateFlag  StateFlag,
boolean  Val 
)

◆ ShakeScreen()

Game::ShakeScreen ( integer  Timeout)

eBossId GetBossId(eEntityType Type, s32 Variant);

◆ ShowFortune()

Game::ShowFortune ( )

◆ ShowHallucination()

Game::ShowHallucination ( integer  FrameCount,
Backdrop::Backdrop  HallucinationBackdrop 
)

◆ ShowRule()

Game::ShowRule ( )

◆ Spawn()

Entity& Game::Spawn ( EntityType  Type,
integer  Variant,
Vector  Position,
Vector  Velocity,
Entity  Spawner,
integer  SubType,
integer  Seed 
)

◆ SpawnEntityDesc()

EntityNPC& Game::SpawnEntityDesc ( Entity::EntityDesc  desc,
Vector  Position,
Entity  Spawner 
)

◆ SpawnParticles()

Game::SpawnParticles ( Vector  Pos,
EntityEffect::Variant  ParticleType,
integer  NumParticles,
float  Speed,
KColor  KColor,
float  Height 
)

◆ StartRoomTransition()

Game::StartRoomTransition ( integer  RoomIndex,
Direction  Direction,
RoomTransition::Animation  Animation 
)

◆ StartStageTransition()

Game::StartStageTransition ( boolean  SameStage,
StageTransition::Animation  Animation 
)

◆ Update()

Game::Update ( )

◆ UpdateStrangeAttractor()

Game::UpdateStrangeAttractor ( Vector  Position)

Member Data Documentation

◆ BlueWombParTime

integer Game::BlueWombParTime

◆ BossRushParTime

integer Game::BossRushParTime

Number of frames of game time.

◆ Challenge

Challenge Game::Challenge

◆ Difficulty

const Difficulty Game::Difficulty

◆ ScreenShakeOffset

const Vector& Game::ScreenShakeOffset

◆ TimeCounter

integer Game::TimeCounter

same as FrameCounter but can be modified, mostly used for timed events (bossrush, daily, ...) and not for timestepping