isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
700 lines (699 loc) • 29.9 kB
JavaScript
;
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.DebugDisplay = void 0;
const decorators_1 = require("../../../decorators");
const console_1 = require("../../../functions/console");
const Feature_1 = require("../../private/Feature");
const DebugDisplayBomb_1 = require("./debugDisplay/DebugDisplayBomb");
const DebugDisplayDoor_1 = require("./debugDisplay/DebugDisplayDoor");
const DebugDisplayEffect_1 = require("./debugDisplay/DebugDisplayEffect");
const DebugDisplayFamiliar_1 = require("./debugDisplay/DebugDisplayFamiliar");
const DebugDisplayKnife_1 = require("./debugDisplay/DebugDisplayKnife");
const DebugDisplayLaser_1 = require("./debugDisplay/DebugDisplayLaser");
const DebugDisplayNPC_1 = require("./debugDisplay/DebugDisplayNPC");
const DebugDisplayPickup_1 = require("./debugDisplay/DebugDisplayPickup");
const DebugDisplayPit_1 = require("./debugDisplay/DebugDisplayPit");
const DebugDisplayPlayer_1 = require("./debugDisplay/DebugDisplayPlayer");
const DebugDisplayPoop_1 = require("./debugDisplay/DebugDisplayPoop");
const DebugDisplayPressurePlate_1 = require("./debugDisplay/DebugDisplayPressurePlate");
const DebugDisplayProjectile_1 = require("./debugDisplay/DebugDisplayProjectile");
const DebugDisplayRock_1 = require("./debugDisplay/DebugDisplayRock");
const DebugDisplaySlot_1 = require("./debugDisplay/DebugDisplaySlot");
const DebugDisplaySpikes_1 = require("./debugDisplay/DebugDisplaySpikes");
const DebugDisplayTear_1 = require("./debugDisplay/DebugDisplayTear");
const DebugDisplayTNT_1 = require("./debugDisplay/DebugDisplayTNT");
class DebugDisplay extends Feature_1.Feature {
mod;
player = new DebugDisplayPlayer_1.DebugDisplayPlayer(); // 1
tear = new DebugDisplayTear_1.DebugDisplayTear(); // 2
familiar = new DebugDisplayFamiliar_1.DebugDisplayFamiliar(); // 3
bomb = new DebugDisplayBomb_1.DebugDisplayBomb(); // 4
pickup = new DebugDisplayPickup_1.DebugDisplayPickup(); // 5
slot = new DebugDisplaySlot_1.DebugDisplaySlot(); // 6
laser = new DebugDisplayLaser_1.DebugDisplayLaser(); // 7
knife = new DebugDisplayKnife_1.DebugDisplayKnife(); // 8
projectile = new DebugDisplayProjectile_1.DebugDisplayProjectile(); // 9
effect = new DebugDisplayEffect_1.DebugDisplayEffect(); // 1000
npc = new DebugDisplayNPC_1.DebugDisplayNPC();
rock = new DebugDisplayRock_1.DebugDisplayRock(); // 2, 3, 4, 5, 6, 22, 24, 25, 26, 27
pit = new DebugDisplayPit_1.DebugDisplayPit(); // 7
spikes = new DebugDisplaySpikes_1.DebugDisplaySpikes(); // 8, 9
tnt = new DebugDisplayTNT_1.DebugDisplayTNT(); // 12
poop = new DebugDisplayPoop_1.DebugDisplayPoop(); // 14
door = new DebugDisplayDoor_1.DebugDisplayDoor(); // 16
pressurePlate = new DebugDisplayPressurePlate_1.DebugDisplayPressurePlate(); // 20
/** @internal */
constructor(mod) {
super();
this.mod = mod;
}
// -------------
// Set Functions
// -------------
/**
* 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) {
this.player.textCallback = textCallback;
}
/**
* 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) {
this.tear.textCallback = textCallback;
}
/**
* 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) {
this.familiar.textCallback = textCallback;
}
/**
* 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) {
this.bomb.textCallback = textCallback;
}
/**
* 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) {
this.pickup.textCallback = textCallback;
}
/**
* 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) {
this.slot.textCallback = textCallback;
}
/**
* 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) {
this.laser.textCallback = textCallback;
}
/**
* 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) {
this.knife.textCallback = textCallback;
}
/**
* 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) {
this.projectile.textCallback = textCallback;
}
/**
* 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) {
this.effect.textCallback = textCallback;
}
/**
* 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) {
this.npc.textCallback = textCallback;
}
/**
* 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) {
this.rock.textCallback = textCallback;
}
/**
* 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) {
this.pit.textCallback = textCallback;
}
/**
* 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) {
this.spikes.textCallback = textCallback;
}
/**
* 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) {
this.tnt.textCallback = textCallback;
}
/**
* 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) {
this.poop.textCallback = textCallback;
}
/**
* 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) {
this.door.textCallback = textCallback;
}
/**
* 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) {
this.pressurePlate.textCallback = textCallback;
}
// ----------------
// Toggle Functions
// ----------------
toggleFeature(feature, featureName, force) {
let shouldInit = !feature.initialized;
if (force !== undefined) {
shouldInit = force;
}
if (shouldInit) {
this.mod.initFeature(feature);
}
else {
this.mod.uninitFeature(feature);
}
(0, console_1.printEnabled)(feature.initialized, `${featureName} display`);
}
/**
* 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) {
this.toggleFeature(this.player, "player", force);
}
/**
* 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) {
this.toggleFeature(this.tear, "tear", force);
}
/**
* 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) {
this.toggleFeature(this.familiar, "familiar", force);
}
/**
* 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) {
this.toggleFeature(this.bomb, "bomb", force);
}
/**
* 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) {
this.toggleFeature(this.pickup, "pickup", force);
}
/**
* 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) {
this.toggleFeature(this.slot, "slot", force);
}
/**
* 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) {
this.toggleFeature(this.laser, "laser", force);
}
/**
* 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) {
this.toggleFeature(this.knife, "knife", force);
}
/**
* 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) {
this.toggleFeature(this.projectile, "projectile", force);
}
/**
* 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) {
this.toggleFeature(this.effect, "effect", force);
}
/**
* 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) {
this.toggleFeature(this.npc, "NPC", force);
}
/**
* 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) {
this.toggleFeature(this.rock, "rock", force);
}
/**
* 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) {
this.toggleFeature(this.pit, "pit", force);
}
/**
* 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) {
this.toggleFeature(this.spikes, "spikes", force);
}
/**
* 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) {
this.toggleFeature(this.tnt, "tnt", force);
}
/**
* 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) {
this.toggleFeature(this.poop, "poop", force);
}
/**
* 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) {
this.toggleFeature(this.door, "door", force);
}
/**
* 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) {
this.toggleFeature(this.pressurePlate, "pressure plate", force);
}
}
exports.DebugDisplay = DebugDisplay;
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setPlayerDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setTearDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setFamiliarDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setBombDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setPickupDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setSlotDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setLaserDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setKnifeDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setProjectileDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setEffectDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setNPCDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setRockDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setPitDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setSpikesDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setTNTDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setPoopDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setDoorDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "setPressurePlateDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "togglePlayerDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleTearDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleFamiliarDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleBombDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "togglePickupDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleSlotDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleLaserDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleKnifeDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleProjectileDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleEffectDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleNPCDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleRockDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "togglePitDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleSpikesDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleTNTDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "togglePoopDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "toggleDoorDisplay", null);
__decorate([
decorators_1.Exported
], DebugDisplay.prototype, "togglePressurePlateDisplay", null);