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 (Color Color, integer Duration, integer Priority, boolean Fadeout, boolean Share) | |
const Color & | 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, Color 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 Color & | 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 | ||
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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 |