isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
348 lines • 19.9 kB
TypeScript
import type { BombVariant, EffectVariant, FamiliarVariant, KnifeVariant, LaserVariant, PickupVariant, ProjectileVariant, SlotVariant, TearVariant } from "isaac-typescript-definitions";
import { EntityType } from "isaac-typescript-definitions";
/**
* Helper function to get all of the bombs in the room. (Specifically, this refers to the
* `EntityBomb` class, not bomb pickups.)
*
* For example:
*
* ```ts
* // Make all of the bombs in the room invisible.
* for (const bomb of getBombs()) {
* bomb.Visible = false;
* }
* ```
*
* @param bombVariant Optional. If specified, will only get the bombs that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the bombs that match the sub-type. Default
* is -1, which matches every sub-type.
*/
export declare function getBombs(bombVariant?: BombVariant | -1, subType?: number): readonly EntityBomb[];
/**
* Helper function to get all of the effects in the room.
*
* For example:
*
* ```ts
* // Make all of the effects in the room invisible.
* for (const effect of getEffects()) {
* effect.Visible = false;
* }
* ```
*
* @param effectVariant Optional. If specified, will only get the effects that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the effects that match the sub-type. Default
* is -1, which matches every sub-type.
*/
export declare function getEffects(effectVariant?: EffectVariant | -1, subType?: number): readonly EntityEffect[];
/**
* Helper function to get all of the familiars in the room.
*
* For example:
*
* ```ts
* // Make all of the familiars in the room invisible.
* for (const familiar of getFamiliars()) {
* familiar.Visible = false;
* }
* ```
*
* @param familiarVariant Optional. If specified, will only get the familiars that match the
* variant. Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the familiars that match the sub-type.
* Default is -1, which matches every sub-type.
*/
export declare function getFamiliars(familiarVariant?: FamiliarVariant | -1, subType?: number): readonly EntityFamiliar[];
/**
* Helper function to get all of the knives in the room.
*
* For example:
*
* ```ts
* // Make all of the knives in the room invisible.
* for (const knife of getKnives()) {
* knife.Visible = false;
* }
* ```
*
* @param knifeVariant Optional. If specified, will only get the knives that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the knives that match the sub-type. Default
* is -1, which matches every sub-type.
*/
export declare function getKnives(knifeVariant?: KnifeVariant | -1, subType?: number): readonly EntityKnife[];
/**
* Helper function to get all of the lasers in the room.
*
* For example:
*
* ```ts
* // Make all of the lasers in the room invisible.
* for (const laser of getLasers()) {
* laser.Visible = false;
* }
* ```
*
* @param laserVariant Optional. If specified, will only get the lasers that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the lasers that match the sub-type. Default
* is -1, which matches every sub-type.
*/
export declare function getLasers(laserVariant?: LaserVariant | -1, subType?: number): readonly EntityLaser[];
/**
* Helper function to get all of the NPCs in the room.
*
* @param entityType Optional. If specified, will only get the NPCs that match the type. Default is
* -1, which matches every entity type.
* @param variant Optional. If specified, will only get the NPCs that match the variant. Default is
* -1, which matches every entity type.
* @param subType Optional. If specified, will only get the bombs that match the sub-type. Default
* is -1, which matches every sub-type.
* @param ignoreFriendly Optional. If set to true, it will exclude friendly NPCs from being
* returned. Default is false. Will only be taken into account if the
* `entityType` is specified.
*/
export declare function getNPCs(entityType?: EntityType | -1, variant?: number, subType?: number, ignoreFriendly?: boolean): readonly EntityNPC[];
/**
* Helper function to get all of the pickups in the room.
*
* For example:
*
* ```ts
* // Make all of the pickups in the room invisible.
* for (const pickup of getPickups()) {
* pickup.Visible = false;
* }
* ```
*
* @param pickupVariant Optional. If specified, will only get the pickups that match the variant.
* Default is -1, which matches every entity type.
* @param subType Optional. If specified, will only get the pickups that match the sub-type. Default
* is -1, which matches every sub-type.
*/
export declare function getPickups(pickupVariant?: PickupVariant | -1, subType?: number): readonly EntityPickup[];
/**
* Helper function to get all of the projectiles in the room.
*
* For example:
*
* ```ts
* // Make all of the projectiles in the room invisible.
* for (const projectile of getProjectiles()) {
* projectile.Visible = false;
* }
* ```
*
* @param projectileVariant Optional. If specified, will only get the projectiles that match the
* variant. Default is -1, which matches every entity type.
* @param subType Optional. If specified, will only get the projectiles that match the sub-type.
* Default is -1, which matches every sub-type.
*/
export declare function getProjectiles(projectileVariant?: ProjectileVariant | -1, subType?: number): readonly EntityProjectile[];
/**
* Helper function to get all of the slots in the room.
*
* For example:
*
* ```ts
* // Make all of the slots in the room invisible.
* for (const slot of getSlots()) {
* slot.Visible = false;
* }
* ```
*
* @param slotVariant Optional. If specified, will only get the slots that match the variant.
* Default is -1, which matches every entity type.
* @param subType Optional. If specified, will only get the slots that match the sub-type. Default
* is -1, which matches every sub-type.
*/
export declare function getSlots(slotVariant?: SlotVariant | -1, subType?: number): readonly EntitySlot[];
/**
* Helper function to get all of the tears in the room.
*
* For example:
*
* ```ts
* // Make all of the tears in the room invisible.
* for (const tear of getTears()) {
* tear.Visible = false;
* }
* ```
*
* @param tearVariant Optional. If specified, will only get the tears that match the variant.
* Default is -1, which matches every entity type.
* @param subType Optional. If specified, will only get the tears that match the sub-type. Default
* is -1, which matches every sub-type.
*/
export declare function getTears(tearVariant?: TearVariant | -1, subType?: number): readonly EntityTear[];
/**
* Helper function to remove all of the bombs in the room. (Specifically, this refers to the
* `EntityBomb` class, not bomb pickups.)
*
* @param bombVariant Optional. If specified, will only remove the bombs that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the bombs that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of bombs.
* @returns An array of the bombs that were removed.
*/
export declare function removeAllBombs(bombVariant?: BombVariant | -1, subType?: number, cap?: int): readonly EntityBomb[];
/**
* Helper function to remove all of the effects in the room.
*
* @param effectVariant Optional. If specified, will only remove the effects that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the effects that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of effects.
* @returns An array of the effects that were removed.
*/
export declare function removeAllEffects(effectVariant?: EffectVariant | -1, subType?: number, cap?: int): readonly EntityEffect[];
/**
* Helper function to remove all of the familiars in the room.
*
* @param familiarVariant Optional. If specified, will only remove the familiars that match the
* variant. Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the familiars that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of familiars.
* @returns An array of the familiars that were removed.
*/
export declare function removeAllFamiliars(familiarVariant?: FamiliarVariant | -1, subType?: number, cap?: int): readonly EntityFamiliar[];
/**
* Helper function to remove all of the knives in the room.
*
* @param knifeVariant Optional. If specified, will only remove the knives that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the knives that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of knives.
* @returns An array of the knives that were removed.
*/
export declare function removeAllKnives(knifeVariant?: KnifeVariant | -1, subType?: number, cap?: int): readonly EntityKnife[];
/**
* Helper function to remove all of the lasers in the room.
*
* @param laserVariant Optional. If specified, will only remove the lasers that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the lasers that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of lasers.
* @returns An array of the lasers that were removed.
*/
export declare function removeAllLasers(laserVariant?: LaserVariant | -1, subType?: number, cap?: int): readonly EntityLaser[];
/**
* Helper function to remove all of the NPCs in the room.
*
* @param entityType Optional. If specified, will only remove the NPCs that match the type. Default
* is -1, which matches every type.
* @param variant Optional. If specified, will only remove the NPCs that match the variant. Default
* is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the NPCs that match the sub-type. Default
* is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of NPCs.
* @returns An array of the NPCs that were removed.
*/
export declare function removeAllNPCs(entityType?: EntityType | -1, variant?: number, subType?: number, cap?: int): readonly EntityNPC[];
/**
* Helper function to remove all of the pickups in the room.
*
* @param pickupVariant Optional. If specified, will only remove pickups that match this variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove pickups that match this sub-type. Default
* is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of pickups.
* @returns An array of the pickups that were removed.
*/
export declare function removeAllPickups(pickupVariant?: PickupVariant | -1, subType?: number, cap?: int): readonly EntityPickup[];
/**
* Helper function to remove all of the projectiles in the room.
*
* @param projectileVariant Optional. If specified, will only remove projectiles that match this
* variant. Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove projectiles that match this sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of projectiles.
* @returns An array of the projectiles that were removed.
*/
export declare function removeAllProjectiles(projectileVariant?: ProjectileVariant | -1, subType?: number, cap?: int): readonly EntityProjectile[];
/**
* Helper function to remove all of the slots in the room.
*
* @param slotVariant Optional. If specified, will only remove slots that match this variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove slots that match this sub-type. Default
* is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of slots.
* @returns An array of the slots that were removed.
*/
export declare function removeAllSlots(slotVariant?: SlotVariant | -1, subType?: number, cap?: int): readonly Entity[];
/**
* Helper function to remove all of the tears in the room.
*
* @param tearVariant Optional. If specified, will only remove tears that match this variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove tears that match this sub-type. Default
* is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of tears.
* @returns An array of the tears that were removed.
*/
export declare function removeAllTears(tearVariant?: TearVariant | -1, subType?: number, cap?: int): readonly EntityTear[];
/** Helper function to spawn a `EntityType.BOMB` (4). */
export declare function spawnBomb(bombVariant: BombVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityBomb;
/** Helper function to spawn a `EntityType.BOMB` (4) with a specific seed. */
export declare function spawnBombWithSeed(bombVariant: BombVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityBomb;
/** Helper function to spawn a `EntityType.EFFECT` (1000). */
export declare function spawnEffect(effectVariant: EffectVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityEffect;
/** Helper function to spawn a `EntityType.EFFECT` (1000) with a specific seed. */
export declare function spawnEffectWithSeed(effectVariant: EffectVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityEffect;
/**
* Helper function to spawn a `EntityType.FAMILIAR` (3).
*
* If you are trying to implement a custom familiar, you probably want to use the
* `checkFamiliarFromCollectibles` helper function instead.
*/
export declare function spawnFamiliar(familiarVariant: FamiliarVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityFamiliar;
/** Helper function to spawn a `EntityType.FAMILIAR` (3) with a specific seed. */
export declare function spawnFamiliarWithSeed(familiarVariant: FamiliarVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityFamiliar;
/** Helper function to spawn a `EntityType.KNIFE` (8). */
export declare function spawnKnife(knifeVariant: KnifeVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityKnife;
/** Helper function to spawn a `EntityType.KNIFE` (8) with a specific seed. */
export declare function spawnKnifeWithSeed(knifeVariant: KnifeVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityKnife;
/** Helper function to spawn a `EntityType.LASER` (7). */
export declare function spawnLaser(laserVariant: LaserVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityLaser;
/** Helper function to spawn a `EntityType.LASER` (7) with a specific seed. */
export declare function spawnLaserWithSeed(laserVariant: LaserVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityLaser;
/**
* Helper function to spawn an NPC.
*
* Note that if you pass a non-NPC `EntityType` to this function, it will cause a run-time error,
* since the `Entity.ToNPC` method will return undefined.
*/
export declare function spawnNPC(entityType: EntityType, variant: int, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityNPC;
/**
* Helper function to spawn an NPC with a specific seed.
*
* Note that if you pass a non-NPC `EntityType` to this function, it will cause a run-time error,
* since the `Entity.ToNPC` method will return undefined.
*/
export declare function spawnNPCWithSeed(entityType: EntityType, variant: int, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityNPC;
/** Helper function to spawn a `EntityType.PICKUP` (5). */
export declare function spawnPickup(pickupVariant: PickupVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityPickup;
/** Helper function to spawn a `EntityType.PICKUP` (5) with a specific seed. */
export declare function spawnPickupWithSeed(pickupVariant: PickupVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityPickup;
/** Helper function to spawn a `EntityType.PROJECTILE` (9). */
export declare function spawnProjectile(projectileVariant: ProjectileVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityProjectile;
/** Helper function to spawn a `EntityType.PROJECTILE` (9) with a specific seed. */
export declare function spawnProjectileWithSeed(projectileVariant: ProjectileVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityProjectile;
/** Helper function to spawn a `EntityType.SLOT` (6). */
export declare function spawnSlot(slotVariant: SlotVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntitySlot;
/** Helper function to spawn a `EntityType.SLOT` (6) with a specific seed. */
export declare function spawnSlotWithSeed(slotVariant: SlotVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntitySlot;
/** Helper function to spawn a `EntityType.TEAR` (2). */
export declare function spawnTear(tearVariant: TearVariant, subType: int, positionOrGridIndex: Vector | int, velocity?: Vector, spawner?: Entity, seedOrRNG?: Seed | RNG): EntityTear;
/** Helper function to spawn a `EntityType.EntityType` (2) with a specific seed. */
export declare function spawnTearWithSeed(tearVariant: TearVariant, subType: int, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG, velocity?: Vector, spawner?: Entity): EntityTear;
//# sourceMappingURL=entitiesSpecific.d.ts.map