isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
467 lines • 22 kB
TypeScript
import { Feature } from "../../private/Feature";
export declare class DebugDisplay extends Feature {
private readonly mod;
private readonly player;
private readonly tear;
private readonly familiar;
private readonly bomb;
private readonly pickup;
private readonly slot;
private readonly laser;
private readonly knife;
private readonly projectile;
private readonly effect;
private readonly npc;
private readonly rock;
private readonly pit;
private readonly spikes;
private readonly tnt;
private readonly poop;
private readonly door;
private readonly pressurePlate;
/**
* If the "togglePlayerDisplay" function is called, text will be drawn on the screen next to each
* player. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* For example, this would draw the number of the player's collectibles next to their head:
*
* ```ts
* setPlayerDisplay((player) => {
* return `collectible count: ${player.GetCollectibleCount()}`;
* });
* ```
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setPlayerDisplay(textCallback: (player: EntityPlayer) => string): void;
/**
* If the "toggleTearDisplay" function is called, text will be drawn on the screen next to each
* tear. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setTearDisplay(textCallback: (tear: EntityTear) => string): void;
/**
* If the "toggleFamiliarDisplay" function is called, text will be drawn on the screen next to
* each familiar. Use this function to specify a callback function that returns the string that
* should be drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setFamiliarDisplay(textCallback: (familiar: EntityFamiliar) => string): void;
/**
* If the "toggleBombDisplay" function is called, text will be drawn on the screen next to each
* bomb. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setBombDisplay(textCallback: (bomb: EntityBomb) => string): void;
/**
* If the "togglePickupDisplay" function is called, text will be drawn on the screen next to each
* pickup. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setPickupDisplay(textCallback: (pickup: EntityPickup) => string): void;
/**
* If the "toggleSlotDisplay" function is called, text will be drawn on the screen next to each
* slot. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setSlotDisplay(textCallback: (slot: Entity) => string): void;
/**
* If the "toggleLaserDisplay" function is called, text will be drawn on the screen next to each
* laser. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setLaserDisplay(textCallback: (laser: EntityLaser) => string): void;
/**
* If the "toggleKnifeDisplay" function is called, text will be drawn on the screen next to each
* knife. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setKnifeDisplay(textCallback: (knife: EntityKnife) => string): void;
/**
* If the "toggleProjectileDisplay" function is called, text will be drawn on the screen next to
* each projectile. Use this function to specify a callback function that returns the string that
* should be drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setProjectileDisplay(textCallback: (projectile: EntityProjectile) => string): void;
/**
* If the "extra console commands" feature is specified, the "effectDisplay" console command will
* draw text on the screen next to each effect. Use this function to specify a callback function
* that returns the string that should be drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setEffectDisplay(textCallback: (effect: EntityEffect) => string): void;
/**
* If the "toggleNPCDisplay" function is called, text will be drawn on the screen next to each
* NPC. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setNPCDisplay(textCallback: (npc: EntityNPC) => string): void;
/**
* If the "toggleRockDisplay" function is called, text will be drawn on the screen next to each
* rock. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setRockDisplay(textCallback: (rock: GridEntityRock) => string): void;
/**
* If the "togglePitDisplay" function is called, text will be drawn on the screen next to each
* pit. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setPitDisplay(textCallback: (pit: GridEntityPit) => string): void;
/**
* If the "toggleSpikesDisplay" function is called, text will be drawn on the screen next to each
* spikes. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setSpikesDisplay(textCallback: (spikes: GridEntitySpikes) => string): void;
/**
* If the "toggleTNTDisplay" function is called, text will be drawn on the screen next to each
* TNT. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setTNTDisplay(textCallback: (tnt: GridEntityTNT) => string): void;
/**
* If the "togglePoopDisplay" function is called, text will be drawn on the screen next to each
* poop. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setPoopDisplay(textCallback: (poop: GridEntityPoop) => string): void;
/**
* If the "toggleDoorDisplay" function is called, text will be drawn on the screen next to each
* door. Use this function to specify a callback function that returns the string that should be
* drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setDoorDisplay(textCallback: (door: GridEntityDoor) => string): void;
/**
* If the "togglePressurePlateDisplay" function is called, text will be drawn on the screen next
* to each pressure plate. Use this function to specify a callback function that returns the
* string that should be drawn.
*
* Once the function is set, the library will call it automatically on every frame. For this
* reason, you typically only need to set the function once at the beginning of your mod.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @public
*/
setPressurePlateDisplay(textCallback: (pressurePlate: GridEntityPressurePlate) => string): void;
private toggleFeature;
/**
* Toggles the debug display for players, which will draw text on the screen next to each player.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
togglePlayerDisplay(force?: boolean): void;
/**
* Toggles the debug display for tears, which will draw text on the screen next to each tear.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`. *
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleTearDisplay(force?: boolean): void;
/**
* Toggles the debug display for familiars, which will draw text on the screen next to each
* familiar.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleFamiliarDisplay(force?: boolean): void;
/**
* Toggles the debug display for bombs, which will draw text on the screen next to each bomb.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleBombDisplay(force?: boolean): void;
/**
* Toggles the debug display for pickups, which will draw text on the screen next to each pickup.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
togglePickupDisplay(force?: boolean): void;
/**
* Toggles the debug display for slots, which will draw text on the screen next to each slot.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleSlotDisplay(force?: boolean): void;
/**
* Toggles the debug display for lasers, which will draw text on the screen next to each laser.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleLaserDisplay(force?: boolean): void;
/**
* Toggles the debug display for knives, which will draw text on the screen next to each knife.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleKnifeDisplay(force?: boolean): void;
/**
* Toggles the debug display for projectiles, which will draw text on the screen next to each
* projectile.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleProjectileDisplay(force?: boolean): void;
/**
* Toggles the debug display for effects, which will draw text on the screen next to each effect.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleEffectDisplay(force?: boolean): void;
/**
* Toggles the debug display for NPCs, which will draw text on the screen next to each NPC.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleNPCDisplay(force?: boolean): void;
/**
* Toggles the debug display for rocks, which will draw text on the screen next to each rock.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleRockDisplay(force?: boolean): void;
/**
* Toggles the debug display for pits, which will draw text on the screen next to each pit.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
togglePitDisplay(force?: boolean): void;
/**
* Toggles the debug display for spikes, which will draw text on the screen next to each spike.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleSpikesDisplay(force?: boolean): void;
/**
* Toggles the debug display for TNT, which will draw text on the screen next to each TNT.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleTNTDisplay(force?: boolean): void;
/**
* Toggles the debug display for poops, which will draw text on the screen next to each poop.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
togglePoopDisplay(force?: boolean): void;
/**
* Toggles the debug display for doors, which will draw text on the screen next to each door.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
toggleDoorDisplay(force?: boolean): void;
/**
* Toggles the debug display for pressure plates, which will draw text on the screen next to each
* pressure plate.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.DEBUG_DISPLAY`.
*
* @param force Optional. A boolean that represents the value to force the display to. For
* example, you can specify true to always make the display turn on, regardless of
* whether it is already on.
* @public
*/
togglePressurePlateDisplay(force?: boolean): void;
}
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