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Binding of Isaac - Afterbirth+ Lua Reference/Guide
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Public Member Functions | |
| Update () | |
| Render () | |
| boolean | IsPaused () |
| Displays the HUD elements that are moved to the gamepad. More... | |
| Entity & | Spawn (EntityType Type, integer Variant, Vector Position, Vector Velocity, Entity Spawner, integer SubType, integer Seed) |
| EntityNPC & | SpawnEntityDesc (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 () |
| Level & | GetLevel () |
| Room & | GetRoom () |
| EntityPlayer & | GetPlayer (integer Index) |
| EntityPlayer & | GetNearestPlayer (Vector Pos) |
| EntityPlayer & | GetRandomPlayer (Vector Pos, float Radius) |
| integer | GetNumPlayers () |
| History & | GetItemHistory () |
| ItemPool & | GetItemPool () |
| ItemOverlay & | GetItemOverlay () |
| Seeds & | GetSeeds () |
| 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 Vector & | ScreenShakeOffset |
| 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... | |
| Game::AddDevilRoomDeal | ( | ) |
| Game::AddEncounteredBoss | ( | EntityType | Boss, |
| integer | Variant | ||
| ) |
| Game::AddPixelation | ( | integer | Duration | ) |
| Game::AddStageWithoutDamage | ( | ) |
| Game::AddStageWithoutHeartsPicked | ( | ) |
| Game::AddTreasureRoomsVisited | ( | ) |
| Game::BombDamage | ( | Vector | Position, |
| float | Damage, | ||
| float | Radius, | ||
| boolean | LineCheck, | ||
| Entity | Source, | ||
| integer | TearFlags, | ||
| integer | DamageFlags, | ||
| boolean | DamageSource | ||
| ) |
| 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.
| Game::BombTearflagEffects | ( | KAGE::Math::Vector | Position, |
| float | Radius, | ||
| integer | TearFlags, | ||
| Entity | Source | ||
| ) |
Does bomb-exclusive special effects.
| Game::ChangeRoom | ( | integer | RoomIndex | ) |
| Game::ClearDonationModAngel | ( | ) |
| Game::ClearDonationModGreed | ( | ) |
| Game::ClearStagesWithoutDamage | ( | ) |
| Game::ClearStagesWithoutHeartsPicked | ( | ) |
| Game::Darken | ( | float | Darkness, |
| integer | Timeout | ||
| ) |
| Game::DonateAngel | ( | integer | Donate | ) |
| Game::DonateGreed | ( | integer | Donate | ) |
| 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);
| Game::Fadein | ( | float | Speed | ) |
| Game::Fadeout | ( | float | Speed, |
| FadeoutTarget | Target | ||
| ) |
| Game::FinishChallenge | ( | ) |
| Ambush& Game::GetAmbush | ( | ) |
| float Game::GetDarknessModifier | ( | ) |
| integer Game::GetDevilRoomDeals | ( | ) |
| integer Game::GetDonationModAngel | ( | ) |
| integer Game::GetDonationModGreed | ( | ) |
| KAGE::Graphics::Font& Game::GetFont | ( | ) |
| integer Game::GetFrameCount | ( | ) |
| integer Game::GetGreedBossWaveNum | ( | ) |
| integer Game::GetGreedWavesNum | ( | ) |
| History& Game::GetItemHistory | ( | ) |
| ItemOverlay& Game::GetItemOverlay | ( | ) |
| ItemPool& Game::GetItemPool | ( | ) |
| LevelStage Game::GetLastDevilRoomStage | ( | ) |
| LevelStage Game::GetLastLevelWithDamage | ( | ) |
| LevelStage Game::GetLastLevelWithoutHalfHp | ( | ) |
| Level& Game::GetLevel | ( | ) |
| EntityPlayer& Game::GetNearestPlayer | ( | Vector | Pos | ) |
| integer Game::GetNumEncounteredBosses | ( | ) |
| integer Game::GetNumPlayers | ( | ) |
| EntityPlayer& Game::GetPlayer | ( | integer | Index | ) |
| EntityPlayer& Game::GetRandomPlayer | ( | Vector | Pos, |
| float | Radius | ||
| ) |
| Room& Game::GetRoom | ( | ) |
| const integer& Game::GetScreenShakeCountdown | ( | ) |
| Seeds& Game::GetSeeds | ( | ) |
const std::string& GetStartSeed(void) { return m_StartSeed; }
| integer Game::GetStagesWithoutDamage | ( | ) |
| integer Game::GetStagesWithoutHeartsPicked | ( | ) |
| boolean Game::GetStateFlag | ( | StateFlag | StateFlag | ) |
| float Game::GetTargetDarkness | ( | ) |
| integer Game::GetTreasureRoomVisitCount | ( | ) |
| integer Game::GetVictoryLap | ( | ) |
| boolean Game::HasEncounteredBoss | ( | EntityType | Boss, |
| integer | Variant | ||
| ) |
| integer Game::HasHallucination | ( | ) |
| boolean Game::IsGreedMode | ( | ) |
| boolean Game::IsPaused | ( | ) |
Displays the HUD elements that are moved to the gamepad.
| Game::MoveToRandomRoom | ( | boolean | IAmErrorRoom, |
| integer | Seed | ||
| ) |
| Game::NextVictoryLap | ( | ) |
| Game::Render | ( | ) |
| 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);
| Game::RerollLevelCollectibles | ( | ) |
| Game::RerollLevelPickups | ( | integer | Seed | ) |
| Game::SetLastDevilRoomStage | ( | LevelStage | Stage | ) |
| Game::SetLastLevelWithDamage | ( | LevelStage | Stage | ) |
| Game::SetLastLevelWithoutHalfHp | ( | LevelStage | Stage | ) |
| Game::SetStateFlag | ( | StateFlag | StateFlag, |
| boolean | Val | ||
| ) |
| Game::ShakeScreen | ( | integer | Timeout | ) |
eBossId GetBossId(eEntityType Type, s32 Variant);
| Game::ShowFortune | ( | ) |
| Game::ShowHallucination | ( | integer | FrameCount, |
| Backdrop::Backdrop | HallucinationBackdrop | ||
| ) |
| Game::ShowRule | ( | ) |
| Entity& Game::Spawn | ( | EntityType | Type, |
| integer | Variant, | ||
| Vector | Position, | ||
| Vector | Velocity, | ||
| Entity | Spawner, | ||
| integer | SubType, | ||
| integer | Seed | ||
| ) |
| Game::SpawnParticles | ( | Vector | Pos, |
| EntityEffect::Variant | ParticleType, | ||
| integer | NumParticles, | ||
| float | Speed, | ||
| KColor | KColor, | ||
| float | Height | ||
| ) |
| Game::StartRoomTransition | ( | integer | RoomIndex, |
| Direction | Direction, | ||
| RoomTransition::Animation | Animation | ||
| ) |
| Game::StartStageTransition | ( | boolean | SameStage, |
| StageTransition::Animation | Animation | ||
| ) |
| Game::Update | ( | ) |
| Game::UpdateStrangeAttractor | ( | Vector | Position | ) |
| integer Game::BlueWombParTime |
| integer Game::BossRushParTime |
Number of frames of game time.
| Challenge Game::Challenge |
| const Difficulty Game::Difficulty |
| const Vector& Game::ScreenShakeOffset |
| integer Game::TimeCounter |
same as FrameCounter but can be modified, mostly used for timed events (bossrush, daily, ...) and not for timestepping