isaacscript-common 1.0.546 → 1.0.547
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@@ -90,7 +90,7 @@ export declare function removeGridEntity(gridEntity: GridEntity, updateRoom?: bo
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* Helper function to make a grid entity invisible. This is accomplished by setting its sprite to
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* an empty/missing PNG file.
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*
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* For more information, see the documentation for the
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* For more information, see the documentation for the `clearSprite()` helper function.
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*/
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export declare function setGridEntityInvisible(gridEntity: GridEntity): void;
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export declare function spawnGiantPoop(topLeftGridIndex: int): void;
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@@ -1,8 +1,8 @@
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--[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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require("lualib_bundle");
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local ____exports = {}
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-
local
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-
local
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local _____2E_2E = require("index")
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local clearSprite = _____2E_2E.clearSprite
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local ____gridEntityXMLMap = require("maps.gridEntityXMLMap")
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local GRID_ENTITY_XML_MAP = ____gridEntityXMLMap.GRID_ENTITY_XML_MAP
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local ____roomShapeToTopLeftWallGridIndexMap = require("maps.roomShapeToTopLeftWallGridIndexMap")
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@@ -161,15 +161,7 @@ function ____exports.removeAllMatchingGridEntities(self, ...)
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end
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function ____exports.setGridEntityInvisible(self, gridEntity)
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local sprite = gridEntity:GetSprite()
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-
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do
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local i = 0
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while i < numLayers do
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sprite:ReplaceSpritesheet(i, EMPTY_PNG_PATH)
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i = i + 1
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end
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end
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sprite:LoadGraphics()
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clearSprite(nil, sprite)
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end
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function ____exports.spawnGiantPoop(self, topLeftGridIndex)
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local game = Game()
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@@ -1,7 +1,7 @@
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/// <reference types="isaac-typescript-definitions" />
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/**
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* Helper function to clear a specific layer from a sprite. This function is variadic, so pass as
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* many layer IDs as you want to clear.
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* many layer IDs as you want to clear. If no specific layers are passed, it will clear every layer.
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*
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* Since there is no official API method to "clear" a sprite, we can work around it by setting the
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* spritesheet to a non-existent or completely transparent file. If the path to the spritesheet does
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@@ -1,9 +1,21 @@
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--[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]]
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require("lualib_bundle");
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local ____exports = {}
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local ____constants = require("constants")
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local EMPTY_PNG_PATH = ____constants.EMPTY_PNG_PATH
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function ____exports.clearSprite(self, sprite, ...)
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local layerIDs = {...}
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if #layerIDs == 0 then
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layerIDs = {}
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local numLayers = sprite:GetLayerCount()
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do
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local i = 0
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while i < numLayers do
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__TS__ArrayPush(layerIDs, i)
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i = i + 1
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end
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end
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end
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for ____, layerID in ipairs(layerIDs) do
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sprite:ReplaceSpritesheet(layerID, EMPTY_PNG_PATH)
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end
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