UNPKG

isaacscript-common

Version:

Helper functions and features for IsaacScript mods.

467 lines • 22 kB
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; } //# sourceMappingURL=DebugDisplay.d.ts.map