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isaacscript-common

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Helper functions and features for IsaacScript mods.

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.getElapsedGameFramesSince = getElapsedGameFramesSince; exports.getElapsedRenderFramesSince = getElapsedRenderFramesSince; exports.getElapsedRoomFramesSince = getElapsedRoomFramesSince; exports.isAfterGameFrame = isAfterGameFrame; exports.isAfterRenderFrame = isAfterRenderFrame; exports.isAfterRoomFrame = isAfterRoomFrame; exports.isBeforeGameFrame = isBeforeGameFrame; exports.isBeforeRenderFrame = isBeforeRenderFrame; exports.isBeforeRoomFrame = isBeforeRoomFrame; exports.onGameFrame = onGameFrame; exports.onOrAfterGameFrame = onOrAfterGameFrame; exports.onOrAfterRenderFrame = onOrAfterRenderFrame; exports.onOrAfterRoomFrame = onOrAfterRoomFrame; exports.onOrBeforeGameFrame = onOrBeforeGameFrame; exports.onOrBeforeRenderFrame = onOrBeforeRenderFrame; exports.onOrBeforeRoomFrame = onOrBeforeRoomFrame; exports.onRenderFrame = onRenderFrame; exports.onRoomFrame = onRoomFrame; const cachedClasses_1 = require("../core/cachedClasses"); function getElapsedGameFramesSince(gameFrameCount) { const thisGameFrameCount = cachedClasses_1.game.GetFrameCount(); return thisGameFrameCount - gameFrameCount; } function getElapsedRenderFramesSince(renderFrameCount) { const thisRenderFrameCount = Isaac.GetFrameCount(); return thisRenderFrameCount - renderFrameCount; } function getElapsedRoomFramesSince(roomFrameCount) { const room = cachedClasses_1.game.GetRoom(); const thisRoomFrameCount = room.GetFrameCount(); return thisRoomFrameCount - roomFrameCount; } /** * Helper function to check if the current game frame count is higher than a specific game frame * count. */ function isAfterGameFrame(gameFrameCount) { const thisGameFrameCount = cachedClasses_1.game.GetFrameCount(); return thisGameFrameCount > gameFrameCount; } /** * Helper function to check if the current render frame count is higher than a specific render frame * count. */ function isAfterRenderFrame(renderFrameCount) { const thisRenderFrameCount = Isaac.GetFrameCount(); return thisRenderFrameCount > renderFrameCount; } /** * Helper function to check if the current room frame count is higher than a specific room frame * count. */ function isAfterRoomFrame(roomFrameCount) { const room = cachedClasses_1.game.GetRoom(); const thisGameFrameCount = room.GetFrameCount(); return thisGameFrameCount > roomFrameCount; } /** * Helper function to check if the current game frame count is lower than a specific game frame * count. */ function isBeforeGameFrame(gameFrameCount) { const thisGameFrameCount = cachedClasses_1.game.GetFrameCount(); return thisGameFrameCount < gameFrameCount; } /** * Helper function to check if the current render frame count is lower than a specific render frame * count. */ function isBeforeRenderFrame(renderFrameCount) { const thisRenderFrameCount = Isaac.GetFrameCount(); return thisRenderFrameCount < renderFrameCount; } /** * Helper function to check if the current room frame count is lower than a specific room frame * count. */ function isBeforeRoomFrame(roomFrameCount) { const room = cachedClasses_1.game.GetRoom(); const thisGameFrameCount = room.GetFrameCount(); return thisGameFrameCount < roomFrameCount; } /** * Helper function to check if the current game frame count is exactly equal to a specific game * frame count. * * This returns false if the submitted render frame count is null or undefined. */ function onGameFrame(gameFrameCount) { const thisGameFrameCount = cachedClasses_1.game.GetFrameCount(); return thisGameFrameCount === gameFrameCount; } /** * Helper function to check if the current game frame count is equal to or higher than a specific * game frame count. */ function onOrAfterGameFrame(gameFrameCount) { const thisGameFrameCount = cachedClasses_1.game.GetFrameCount(); return thisGameFrameCount >= gameFrameCount; } /** * Helper function to check if the current render frame count is equal to or higher than a specific * render frame count. */ function onOrAfterRenderFrame(renderFrameCount) { const thisRenderFrameCount = Isaac.GetFrameCount(); return thisRenderFrameCount >= renderFrameCount; } /** * Helper function to check if the current room frame count is equal to or higher than a specific * room frame count. */ function onOrAfterRoomFrame(roomFrameCount) { const room = cachedClasses_1.game.GetRoom(); const thisGameFrameCount = room.GetFrameCount(); return thisGameFrameCount >= roomFrameCount; } /** * Helper function to check if the current game frame count is equal to or lower than a specific * game frame count. */ function onOrBeforeGameFrame(gameFrameCount) { const thisGameFrameCount = cachedClasses_1.game.GetFrameCount(); return thisGameFrameCount <= gameFrameCount; } /** * Helper function to check if the current render frame count is equal to or lower than a specific * render frame count. */ function onOrBeforeRenderFrame(renderFrameCount) { const thisRenderFrameCount = Isaac.GetFrameCount(); return thisRenderFrameCount <= renderFrameCount; } /** * Helper function to check if the current room frame count is equal to or lower than a specific * room frame count. */ function onOrBeforeRoomFrame(roomFrameCount) { const room = cachedClasses_1.game.GetRoom(); const thisGameFrameCount = room.GetFrameCount(); return thisGameFrameCount <= roomFrameCount; } /** * Helper function to check if the current render frame count is exactly equal to a specific render * frame count. * * This returns false if the submitted render frame count is null or undefined. */ function onRenderFrame(renderFrameCount) { const thisRenderFrameCount = Isaac.GetFrameCount(); return thisRenderFrameCount === renderFrameCount; } /** * Helper function to check if the current room frame count is exactly equal to a specific room * frame count. * * This returns false if the submitted room frame count is null or undefined. */ function onRoomFrame(roomFrameCount) { const room = cachedClasses_1.game.GetRoom(); const thisGameFrameCount = room.GetFrameCount(); return thisGameFrameCount === roomFrameCount; }