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isaacscript-common

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Helper functions and features for IsaacScript mods.

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/** * Helper function to clear all layers or specific layers from a sprite without unloading the * attached anm2 file. * * This function is variadic, which means you can pass as many layer IDs as you want to clear. If no * specific layers are passed, the function will clear every layer. * * If you want to clear all of the layers of a sprite and don't care about unloading the attached * anm2 file, then use the `Sprite.Reset` method instead. * * Since there is no official API method to clear specific layers from a sprite, we work around it * by setting the spritesheet to a transparent PNG file corresponding to the `EMPTY_PNG_PATH` * constant. * * This function will still work identically if PNG file does not exist, but it will cause a * spurious error to appear in the "log.txt" file. If silencing these errors is desired, you can * create a transparent 1 pixel PNG file in your mod's resources folder at `EMPTY_PNG_PATH`. * * @allowEmptyVariadic */ export declare function clearSprite(sprite: Sprite, ...layerIDs: readonly int[]): void; /** * Helper function that returns the number of the final frame in a particular animation for a * sprite. By default, it will use the currently playing animation, but you can also specify a * specific animation to check. * * Note that this function is bugged with the Stop Watch or the Broken Watch, since using the * `Sprite.SetFrame` method will reset the internal accumulator used to slow down the playback speed * of the animation. (The `PlaybackSpeed` field of the sprite is not used.) Thus, it is only safe to * use this function on animations that are not slowed down by Stop Watch or Broken Watch, such as * player animations. */ export declare function getLastFrameOfAnimation(sprite: Sprite, animation?: string): int; /** * Helper function to load a new sprite and play its default animation. * * @param anm2Path The path to the "anm2" file that should be loaded. * @param pngPath Optional. The path to a custom PNG file that should be loaded on layer 0 of the * sprite. */ export declare function newSprite(anm2Path: string, pngPath?: string): Sprite; /** * Helper function to keep a sprite's color the same values as it already is but set the opacity to * a specific value. * * @param sprite The sprite to set. * @param alpha A value between 0 and 1 that represents the fade amount. */ export declare function setSpriteOpacity(sprite: Sprite, alpha: float): void; /** * Helper function to check if two sprite layers have the same sprite sheet by using the * `Sprite.GetTexel` method. * * Since checking every single texel in the entire sprite is very expensive, this function requires * that you provide a range of specific texels to check. */ export declare function spriteEquals(sprite1: Sprite, sprite2: Sprite, layerID: int, xStart: int, xFinish: int, xIncrement: int, yStart: int, yFinish: int, yIncrement: int): boolean; /** Helper function to check if two texels on a sprite are equivalent to each other. */ export declare function texelEquals(sprite1: Sprite, sprite2: Sprite, position: Vector, layerID: int): boolean; //# sourceMappingURL=sprites.d.ts.map