GridEntities
Overview
{type : GridEntityType, variant : integer}
ConvertXMLGridEntityType(GridEntityXMLType
gridEntityXMLType, integer
gridEntityXMLVariant)
Entity[]
GetCollidingEntitiesWithGridEntity(GridEntity
gridEntity)
table<integer, GridEntity>
GetSurroundingGridEntities(GridEntity
gridIndex)
integer
boolean
IsGridEntityBreakableByExplosion(GridEntity
gridEntity)
boolean
IsGridEntityBroken(GridEntity
gridEntity)
void
RemoveGridEntities(GridEntity
[]
gridEntities, boolean
updateRoom)
boolean
SpawnGridEntity(GridEntityType
gridEntityType, integer
gridEntityVariant, Vector
`
Functions
ConvertXMLGridEntityType()
{type : GridEntityType, variant : integer} ConvertXMLGridEntityType(
GridEntityXMLType
gridEntityXMLType, integer gridEntityXMLVariant)
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()
Entity
[] GetCollidingEntitiesWithGridEntity(
GridEntity
gridEntity)
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()
GridEntity
[] GetGridEntities(
GridEntityType
...)
Returns a list with all grid entities in the room.
GetGridEntitiesMap()
table<integer,
GridEntity
> GetGridEntitiesMap(
GridEntityType
...)
Returns a map with all grid entities in the room indexed by their grid index.
GetSurroundingGridEntities()
GridEntity
[] GetSurroundingGridEntities(
GridEntity
gridIndex)
Helper function to get all grid entities around a grid index, not including itself.
GetTopLeftWall()
GridEntity
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()
boolean IsGridEntityBreakableByExplosion(
GridEntity
gridEntity)
Helper function to check if a GridEntity is able to be broken with an explosion.
IsGridEntityBroken()
boolean IsGridEntityBroken(
GridEntity
gridEntity)
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()
void RemoveGridEntities(
GridEntity
[] gridEntities, boolean updateRoom)
Helper function to remove all grid entities from a given list.
RemoveGridEntity()
void RemoveGridEntity(
GridEntity
| integer gridEntityOrGridIndex, boolean updateRoom)
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()
boolean SpawnGigaPoop(
Vector
| integer topLeftGridIndexOrPosition, boolean? force)
Helper function to spawn a giant poop. Will return true if the poop has successfully spawned.
SpawnGridEntity()
GridEntity
? SpawnGridEntity(
GridEntityType
gridEntityType, integer gridEntityVariant,
Vector
| integer gridIndexOrPosition, boolean? force)
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()
GridEntity
? SpawnVoidPortal(
Vector
| integer gridIndexOrPosition, boolean? force)
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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