Binding of Isaac - Afterbirth+ Lua Reference/Guide
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Public Member Functions | |
ProjectileParams (void) | |
Public Attributes | |
boolean | GridCollision |
float | HeightModifier |
float | FallingSpeedModifier |
float | FallingAccelModifier |
float | VelocityMulti |
float | Scale |
float | CircleAngle |
Angle offset used by fire_projectiles PROJECTILES_CIRCLE type emitter. Random by default. More... | |
float | HomingStrength |
Multiplier on normal homing strength. Unused if SMART bullet flag is not set. More... | |
float | CurvingStrength |
Use very small values for curving like 0.005. More... | |
float | Acceleration |
float | Spread |
For quad/quint/etc spread shots. More... | |
Color | Color |
integer | BulletFlags |
Vector | PositionOffset |
Vector | TargetPosition |
Vector | FireDirectionLimit |
float | DotProductLimit |
integer | WiggleFrameOffset |
Used to offset the wiggle wave. More... | |
integer | ChangeFlags |
float | ChangeVelocity |
integer | ChangeTimeout |
float | DepthOffset |
integer | Variant |
ProjectileParams::ProjectileParams | ( | void | ) |
float ProjectileParams::Acceleration |
integer ProjectileParams::BulletFlags |
integer ProjectileParams::ChangeFlags |
Uses ProjectileFlags to define the projectile attributes after the "Changed" state was activated.
The ProjectileFlag CHANGE_FLAGS_AFTER_TIMEOUT needs to be set to allow for this change to apply!
Informations about "Changed" State:
Projectiles can have two states: normal (default) and changed.
Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.
Also used in: EntityProjectile()
integer ProjectileParams::ChangeTimeout |
Number of frames that need to elapse after spawn till the "Changed" state is activated.
The ProjectileFlags CHANGE_FLAGS_AFTER_TIMEOUT or CHANGE_VELOCITY_AFTER_TIMEOUT need to be set to allow for this change to apply!
Informations about "Changed" State:
Projectiles can have two states: normal (default) and changed.
Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.
Also used in: EntityProjectile()
float ProjectileParams::ChangeVelocity |
Velocity value that gets applied when the "Changed" state is activated.
The ProjectileFlag CHANGE_VELOCITY_AFTER_TIMEOUT need to be set to allow for this change to apply!
Informations about "Changed" State:
Projectiles can have two states: normal (default) and changed.
Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.
Also used in: EntityProjectile()
float ProjectileParams::CircleAngle |
Angle offset used by fire_projectiles PROJECTILES_CIRCLE type emitter. Random by default.
float ProjectileParams::CurvingStrength |
Use very small values for curving like 0.005.
float ProjectileParams::DepthOffset |
float ProjectileParams::DotProductLimit |
Direction bullets are being fired in Dot product of FireDirectionLimit, bullet direction must be >= this value
float ProjectileParams::FallingAccelModifier |
float ProjectileParams::FallingSpeedModifier |
Vector ProjectileParams::FireDirectionLimit |
boolean ProjectileParams::GridCollision |
float ProjectileParams::HeightModifier |
float ProjectileParams::HomingStrength |
Multiplier on normal homing strength. Unused if SMART bullet flag is not set.
Color ProjectileParams::Color |
Vector ProjectileParams::PositionOffset |
float ProjectileParams::Scale |
float ProjectileParams::Spread |
For quad/quint/etc spread shots.
Vector ProjectileParams::TargetPosition |
integer ProjectileParams::Variant |
float ProjectileParams::VelocityMulti |
integer ProjectileParams::WiggleFrameOffset |
Used to offset the wiggle wave.