GridEntities
Overview
{type : GridEntityType, variant : integer}
integer
boolean
boolean
void
void
boolean
Functions
ConvertXMLGridEntityType()
Helper function to convert the grid entity type found in a room XML file to the corresponding grid entity type and variant normally used by the game. For example, a rock is represented as 1000.0 in a room XML file, but GridEntityType.GRID_ROCK
is equal to 2.
GetCollidingEntitiesWithGridEntity()
Returns all the entities that are colliding with a given grid entity. Note that this function won't work in the POST_NEW_ROOM
callback, since entities don't have collision yet.
GetGridEntities()
Returns a list with all grid entities in the room.
GetGridEntitiesMap()
Returns a map with all grid entities in the room indexed by their grid index.
GetSurroundingGridEntities()
Helper function to get all grid entities around a grid index, not including itself.
GetTopLeftWall()
Helper function to get the top left wall grid entity.
GetTopLeftWallGridIndex()
integer GetTopLeftWallGridIndex()
Helper function to get the grid index of the top left wall.
IsGridEntityBreakableByExplosion()
Helper function to check if a GridEntity is able to be broken with an explosion.
IsGridEntityBroken()
Helper function to see if the given GridEntity is in its respective broken state. Note that GridEntityType.GRID_LOCK
will turn to being broken before the actual collision is turned off.
RemoveGridEntities()
Helper function to remove all grid entities from a given list.
RemoveGridEntity()
Helper function to remove a grid entity by providing the GridEntity or the grid index. If removing a Devil or Angel Statue it'll also remove the associated effect.
SpawnGigaPoop()
Helper function to spawn a giant poop. Will return true if the poop has successfully spawned.
SpawnGridEntity()
Helper function to spawn a grid entity. Use this instead of Isaac.GridSpawn
as it handles: - Walls and pits collision - Removing existing grid entities - Allows you to use the grid index
SpawnVoidPortal()
Helper function to spawn a void portal. This is more complicated than just spawning a trapdoor with the appropriate variant, as it won't have the correct graphics and it won't lead to The Void.
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