isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
63 lines (62 loc) • 3.1 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.StartAmbush = void 0;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const decorators_1 = require("../../../decorators");
const ISCFeature_1 = require("../../../enums/ISCFeature");
const entities_1 = require("../../../functions/entities");
const pickupsSpecific_1 = require("../../../functions/pickupsSpecific");
const Feature_1 = require("../../private/Feature");
/** Hard-coding this makes it easier to clean up the pickups afterwards. */
const SACK_SEED_THAT_SPAWNS_TWO_COINS = 6;
class StartAmbush extends Feature_1.Feature {
runInNFrames;
/** @internal */
constructor(runInNFrames) {
super();
this.featuresUsed = [ISCFeature_1.ISCFeature.RUN_IN_N_FRAMES];
this.runInNFrames = runInNFrames;
}
/**
* Helper function to start a Challenge Room or the Boss Rush.
*
* Specifically, this is performed by spawning a sack on top of the player, waiting a game frame,
* and then removing the sack and the pickups that the sack dropped.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.START_AMBUSH`.
*
* @public
*/
startAmbush() {
const player = Isaac.GetPlayer();
const sack = (0, pickupsSpecific_1.spawnSackWithSeed)(isaac_typescript_definitions_1.SackSubType.NULL, player.Position, SACK_SEED_THAT_SPAWNS_TWO_COINS);
// The sack will play the "Appear" animation and the player will not be able to interact with it
// while this is occurring. By stopping the animation, it will transition to the "Idle"
// animation and be interactable on the next game frame.
const sprite = sack.GetSprite();
sprite.Stop();
const sackPtr = EntityPtr(sack);
this.runInNFrames.runNextGameFrame(() => {
const futureSack = sackPtr.Ref;
if (futureSack === undefined) {
return;
}
futureSack.Remove();
const sackPtrHash = GetPtrHash(futureSack);
const coins = (0, pickupsSpecific_1.getCoins)();
const coinsFromSack = coins.filter((pickup) => pickup.SpawnerEntity !== undefined
&& GetPtrHash(pickup.SpawnerEntity) === sackPtrHash);
(0, entities_1.removeEntities)(coinsFromSack);
});
}
}
exports.StartAmbush = StartAmbush;
__decorate([
decorators_1.Exported
], StartAmbush.prototype, "startAmbush", null);