isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
95 lines (94 loc) • 3.77 kB
JavaScript
;
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.RoomClearFrame = void 0;
const cachedClasses_1 = require("../../../core/cachedClasses");
const decorators_1 = require("../../../decorators");
const ModCallbackCustom_1 = require("../../../enums/ModCallbackCustom");
const Feature_1 = require("../../private/Feature");
const v = {
room: {
roomClearGameFrame: undefined,
roomClearRenderFrame: undefined,
roomClearRoomFrame: undefined,
},
};
class RoomClearFrame extends Feature_1.Feature {
/** @internal */
v = v;
/** @internal */
constructor() {
super();
this.customCallbacksUsed = [
[
ModCallbackCustom_1.ModCallbackCustom.POST_ROOM_CLEAR_CHANGED,
this.postRoomClearChangedTrue,
],
];
}
// ModCallbackCustom.POST_ROOM_CLEAR_CHANGED
// true
postRoomClearChangedTrue = () => {
const gameFrameCount = cachedClasses_1.game.GetFrameCount();
const room = cachedClasses_1.game.GetRoom();
const roomFrameCount = room.GetFrameCount();
const renderFrameCount = Isaac.GetFrameCount();
v.room.roomClearGameFrame = gameFrameCount;
v.room.roomClearRenderFrame = renderFrameCount;
v.room.roomClearRoomFrame = roomFrameCount;
};
/**
* Helper function to get the game frame (i.e. `Game.GetFrameCount`) of the last time that this
* room was cleared. Returns undefined if the room has never been cleared.
*
* Note that if the room is left, all room clear tracking for it will be discarded.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_CLEAR_FRAME`.
*
* @public
*/
getRoomClearGameFrame() {
return v.room.roomClearGameFrame;
}
/**
* Helper function to get the render frame (i.e. `Isaac.GetFrameCount`) of the last time that this
* room was cleared. Returns undefined if the room has never been cleared.
*
* Note that if the room is left, all room clear tracking for it will be discarded.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_CLEAR_FRAME`.
*
* @public
*/
getRoomClearRenderFrame() {
return v.room.roomClearRenderFrame;
}
/**
* Helper function to get the room frame (i.e. `Room.GetFrameCount`) of the last time that this
* room was cleared. Returns undefined if the room has never been cleared.
*
* Note that if the room is left, all room clear tracking for it will be discarded.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_CLEAR_FRAME`.
*
* @public
*/
getRoomClearRoomFrame() {
return v.room.roomClearRoomFrame;
}
}
exports.RoomClearFrame = RoomClearFrame;
__decorate([
decorators_1.Exported
], RoomClearFrame.prototype, "getRoomClearGameFrame", null);
__decorate([
decorators_1.Exported
], RoomClearFrame.prototype, "getRoomClearRenderFrame", null);
__decorate([
decorators_1.Exported
], RoomClearFrame.prototype, "getRoomClearRoomFrame", null);