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isaacscript-common

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Helper functions and features for IsaacScript mods.

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export declare function anyEntityCloserThan(entities: readonly Entity[], position: Vector, distance: int): boolean; /** * Iterates over all players and checks if any player is close enough to the specified position. * * Note that this function does not consider players with a non-undefined parent, since they are not * real players (e.g. the Strawman Keeper). */ export declare function anyPlayerCloserThan(position: Vector, distance: float): boolean; /** * Helper function to get a room position that is not overlapping with a grid entity, a heaven door, * or a player. The `Room.FindFreePickupSpawnPosition` method will return locations that overlap * with heaven doors and partially overlap with players, if the thing being spawned is bigger than a * tile (like a Blood Donation Machine). Use this function instead if you want to account for those * specific situations. * * @param startingPosition The position to start searching from. If this position is not overlapping * with anything, then it will be returned. * @param avoidActiveEntities Optional. Default is false. * @param minimumDistance Optional. If specified, will ensure that the randomly generated position * is equal to or greater than the distance provided. */ export declare function findFreePosition(startingPosition: Vector, avoidActiveEntities?: boolean, minimumDistance?: float): Readonly<Vector>; /** * Helper function to get a map containing the positions of every entity in the current room. * * This is useful for rewinding entity positions at a later time. Also see `setEntityPositions`. * * @param entities Optional. If provided, will only get the positions of the provided entities. Use * this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method * multiple times. */ export declare function getEntityPositions(entities?: readonly Entity[]): ReadonlyMap<PtrHash, Vector>; /** * Helper function to get a map containing the velocities of every entity in the current room. * * This is useful for rewinding entity velocities at a later time. Also see `setEntityVelocities`. * * @param entities Optional. If provided, will only get the velocities of the provided entities. Use * this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method * multiple times. */ export declare function getEntityVelocities(entities?: readonly Entity[]): ReadonlyMap<PtrHash, Vector>; /** * Helper function to set the position of every entity in the room based on a map of positions. If * an entity is found that does not have matching element in the provided map, then that entity will * be skipped. * * This function is useful for rewinding entity positions at a later time. Also see * `getEntityPositions`. * * @param entityPositions The map providing the positions for every entity. * @param entities Optional. If provided, will only set the positions of the provided entities. Use * this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method * multiple times. */ export declare function setEntityPositions(entityPositions: ReadonlyMap<PtrHash, Vector>, entities?: readonly Entity[]): void; /** * Helper function to set the velocity of every entity in the room based on a map of velocities. If * an entity is found that does not have matching element in the provided map, then that entity will * be skipped. * * This function is useful for rewinding entity velocities at a later time. Also see * `getEntityVelocities`. * * @param entityVelocities The map providing the velocities for every entity. * @param entities Optional. If provided, will only set the velocities of the provided entities. Use * this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method * multiple times. */ export declare function setEntityVelocities(entityVelocities: ReadonlyMap<PtrHash, Vector>, entities?: readonly Entity[]): void; //# sourceMappingURL=positionVelocity.d.ts.map