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isaacscript-common

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Helper functions and features for IsaacScript mods.

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import { ActiveSlot, CollectibleType } from "isaac-typescript-definitions"; /** * Helper function to add a charge to the player's active item. Will flash the HUD and play the * appropriate sound effect, depending on whether the charge is partially full or completely full. * * If the player's active item is already fully charged, then this function will return 0 and not * flash the HUD or play a sound effect. * * This function will take the following things into account: * - The Battery * - AAA Battery * * @param player The player to grant the charges to. * @param activeSlot Optional. The slot to grant the charges to. Default is `ActiveSlot.PRIMARY`. * @param numCharges Optional. The amount of charges to grant. Default is 1. * @param playSoundEffect Optional. Whether to play a charge-related sound effect. Default is true. * @returns The amount of charges that were actually granted. For example, if the active item was * only one away from a full charge, but the `numCharges` provided to this function was 2, * then this function would return 1. */ export declare function addCharge(player: EntityPlayer, activeSlot?: ActiveSlot, numCharges?: number, playSoundEffect?: boolean): int; /** * Helper function to add a charge to a player's active item(s), emulating what happens when a room * is cleared. * * This function will take the following things into account: * - 2x2 rooms and L rooms granting a double charge * - The Battery * - AAA Battery * - Not charging active items with `chargetype="special"` * * @param player The player to grant the charges to. * @param bigRoomDoubleCharge Optional. If set to false, it will treat the current room as a 1x1 * room for the purposes of calculating how much charge to grant. Default * is true. * @param playSoundEffect Optional. Whether to play a charge-related sound effect. Default is true. */ export declare function addRoomClearCharge(player: EntityPlayer, bigRoomDoubleCharge?: boolean, playSoundEffect?: boolean): void; /** * Helper function to add a charge to one of a player's active items, emulating what happens when a * room is cleared. * * This function will take the following things into account: * - L rooms and 2x2 rooms granting a double charge * - The Battery * - AAA Battery * - Not charging active items with `chargetype="special"` * * @param player The player to grant the charges to. * @param activeSlot Optional. The active item slot to grant the charges to. Default is * `ActiveSlot.PRIMARY`. * @param bigRoomDoubleCharge Optional. If set to false, it will treat the current room as a 1x1 * room for the purposes of calculating how much charge to grant. Default * is true. * @param playSoundEffect Optional. Whether to play a charge-related sound effect. Default is true. */ export declare function addRoomClearChargeToSlot(player: EntityPlayer, activeSlot?: ActiveSlot, bigRoomDoubleCharge?: boolean, playSoundEffect?: boolean): void; /** * Helper function to add a charge to every player's active item, emulating what happens when a room * is cleared. * * This function will take the following things into account: * - L rooms and 2x2 rooms granting a double charge * - The Battery * - AAA Battery * * @param bigRoomDoubleCharge Optional. If set to false, it will treat the current room as a 1x1 * room for the purposes of calculating how much charge to grant. Default * is true. */ export declare function addRoomClearCharges(bigRoomDoubleCharge?: boolean): void; /** * Helper function to get the amount of charges away from the maximum charge that a particular * player is. * * This function accounts for The Battery. For example, if the player has 2/6 charges on a D6, this * function will return 10 (because there are 4 charges remaining on the base charge and 6 charges * remaining on The Battery charge). * * @param player The player to get the charges from. * @param activeSlot Optional. The slot to get the charges from. Default is `ActiveSlot.PRIMARY`. */ export declare function getChargesAwayFromMax(player: EntityPlayer, activeSlot?: ActiveSlot): int; /** * Helper function to get the combined normal charge and the battery charge for the player's active * item. This is useful because you have to add these two values together when setting the active * charge. * * @param player The player to get the charges from. * @param activeSlot Optional. The slot to get the charges from. Default is `ActiveSlot.PRIMARY`. */ export declare function getTotalCharge(player: EntityPlayer, activeSlot?: ActiveSlot): int; /** * Helper function to find the active slots that the player has the corresponding collectible type * in and have enough charge to be used. Returns an empty array if the player does not have the * collectible in any active slot or does not have enough charges. */ export declare function getUsableActiveItemSlots(player: EntityPlayer, collectibleType: CollectibleType): readonly ActiveSlot[]; /** * Helper function to check if a player's active item is "double charged", meaning that it has both * a full normal charge and a full charge from The Battery. * * @param player The player to check. * @param activeSlot Optional. The slot to check. Default is `ActiveSlot.PRIMARY`. */ export declare function isActiveSlotDoubleCharged(player: EntityPlayer, activeSlot?: ActiveSlot): boolean; /** * Helper function to play the appropriate sound effect for a player after getting one or more * charges on their active item. (There is a different sound depending on whether the item is fully * charged.) * * @param player The player to play the sound effect for. * @param activeSlot Optional. The slot that was just charged. Default is `ActiveSlot.PRIMARY`. */ export declare function playChargeSoundEffect(player: EntityPlayer, activeSlot?: ActiveSlot): void; //# sourceMappingURL=charge.d.ts.map