isaacscript-common 17.5.0 → 17.6.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.d.ts CHANGED
@@ -6965,7 +6965,16 @@ declare interface IsaacAPIClassTypeToType {
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  }
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  /**
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- * Iterates over all inputs to determine if a particular button is pressed (i.e. held down).
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+ * Helper function to check if a player is pressing a specific button (i.e. holding it down).
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+ *
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+ * This is a variadic version of `Input.IsActionPressed`, meaning that you can pass as many buttons
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+ * as you want to check for. This function will return true if any of the buttons are pressed.
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+ */
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+ export declare function isActionPressed(controllerIndex: ControllerIndex, ...buttonActions: ButtonAction[]): boolean;
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+
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+ /**
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+ * Helper function to iterate over all inputs to determine if a specific button is pressed (i.e.
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+ * being held down).
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  *
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  * This function is variadic, meaning you can pass as many buttons as you want to check for. This
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  * function will return true if any of the buttons are pressed.
@@ -6973,8 +6982,18 @@ declare interface IsaacAPIClassTypeToType {
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  export declare function isActionPressedOnAnyInput(...buttonActions: ButtonAction[]): boolean;
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  /**
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- * Iterates over all inputs to determine if a particular button is triggered (i.e. held down and
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- * then released).
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+ * Helper function to check if a player is triggering a specific button (i.e. pressing and releasing
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+ * it).
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+ *
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+ * This is a variadic version of `Input.IsActionTriggered`, meaning that you can pass as many
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+ * buttons as you want to check for. This function will return true if any of the buttons are
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+ * triggered.
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+ */
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+ export declare function isActionTriggered(controllerIndex: ControllerIndex, ...buttonActions: ButtonAction[]): boolean;
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+
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+ /**
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+ * Iterates over all inputs to determine if a specific button is triggered (i.e. held down and then
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+ * released).
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  *
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  * This function is variadic, meaning you can pass as many buttons as you want to check for. This
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  * function will return true if any of the buttons are pressed.
@@ -7507,7 +7526,7 @@ export declare function isKeeper(player: EntityPlayer): boolean;
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  export declare function isKey(pickup: EntityPickup): pickup is EntityPickupKey;
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  /**
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- * Helper function to see if a particular keyboard key is being pressed down by the player.
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+ * Helper function to see if a specific keyboard key is being held down by the player.
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  *
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  * This function is variadic, meaning you can pass as many keyboard values as you want to check for.
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  * This function will return true if any of the values are pressed.
@@ -1,6 +1,6 @@
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  --[[
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2
 
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- isaacscript-common 17.5.0
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+ isaacscript-common 17.6.0
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  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -34863,25 +34863,41 @@ end
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  function ____exports.getShootActions(self)
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  return ____exports.SHOOTING_ACTIONS_SET
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  end
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+ function ____exports.isActionPressed(self, controllerIndex, ...)
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+ local buttonActions = {...}
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+ return __TS__ArraySome(
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+ buttonActions,
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+ function(____, buttonAction) return Input.IsActionPressed(buttonAction, controllerIndex) end
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+ )
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+ end
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  function ____exports.isActionPressedOnAnyInput(self, ...)
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  local buttonActions = {...}
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  local controllerIndexes = getEnumValues(nil, ControllerIndex)
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  return __TS__ArraySome(
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  controllerIndexes,
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- function(____, controllerIndex) return __TS__ArraySome(
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- buttonActions,
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- function(____, buttonAction) return Input.IsActionPressed(buttonAction, controllerIndex) end
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+ function(____, controllerIndex) return ____exports.isActionPressed(
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+ nil,
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+ controllerIndex,
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+ table.unpack(buttonActions)
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  ) end
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  )
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  end
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+ function ____exports.isActionTriggered(self, controllerIndex, ...)
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+ local buttonActions = {...}
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+ return __TS__ArraySome(
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+ buttonActions,
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+ function(____, buttonAction) return Input.IsActionTriggered(buttonAction, controllerIndex) end
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+ )
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+ end
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  function ____exports.isActionTriggeredOnAnyInput(self, ...)
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  local buttonActions = {...}
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  local controllerIndexes = getEnumValues(nil, ControllerIndex)
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  return __TS__ArraySome(
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  controllerIndexes,
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- function(____, controllerIndex) return __TS__ArraySome(
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- buttonActions,
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- function(____, buttonAction) return Input.IsActionTriggered(buttonAction, controllerIndex) end
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+ function(____, controllerIndex) return ____exports.isActionTriggered(
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+ nil,
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+ controllerIndex,
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+ table.unpack(buttonActions)
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  ) end
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  )
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  end
@@ -1,4 +1,4 @@
1
- import { ButtonAction, Controller, Keyboard } from "isaac-typescript-definitions";
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+ import { ButtonAction, Controller, ControllerIndex, Keyboard } from "isaac-typescript-definitions";
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  export declare const MOVEMENT_ACTIONS_SET: ReadonlySet<ButtonAction>;
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  export declare const SHOOTING_ACTIONS_SET: ReadonlySet<ButtonAction>;
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  /**
@@ -11,22 +11,39 @@ export declare function controllerToString(controller: Controller): string | und
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  export declare function getMoveActions(): ReadonlySet<ButtonAction>;
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  export declare function getShootActions(): ReadonlySet<ButtonAction>;
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  /**
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- * Iterates over all inputs to determine if a particular button is pressed (i.e. held down).
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+ * Helper function to check if a player is pressing a specific button (i.e. holding it down).
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+ *
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+ * This is a variadic version of `Input.IsActionPressed`, meaning that you can pass as many buttons
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+ * as you want to check for. This function will return true if any of the buttons are pressed.
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+ */
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+ export declare function isActionPressed(controllerIndex: ControllerIndex, ...buttonActions: ButtonAction[]): boolean;
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+ /**
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+ * Helper function to iterate over all inputs to determine if a specific button is pressed (i.e.
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+ * being held down).
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  *
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  * This function is variadic, meaning you can pass as many buttons as you want to check for. This
17
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  * function will return true if any of the buttons are pressed.
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  */
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  export declare function isActionPressedOnAnyInput(...buttonActions: ButtonAction[]): boolean;
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  /**
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- * Iterates over all inputs to determine if a particular button is triggered (i.e. held down and
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- * then released).
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+ * Helper function to check if a player is triggering a specific button (i.e. pressing and releasing
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+ * it).
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+ *
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+ * This is a variadic version of `Input.IsActionTriggered`, meaning that you can pass as many
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+ * buttons as you want to check for. This function will return true if any of the buttons are
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+ * triggered.
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+ */
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+ export declare function isActionTriggered(controllerIndex: ControllerIndex, ...buttonActions: ButtonAction[]): boolean;
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+ /**
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+ * Iterates over all inputs to determine if a specific button is triggered (i.e. held down and then
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+ * released).
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  *
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  * This function is variadic, meaning you can pass as many buttons as you want to check for. This
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  * function will return true if any of the buttons are pressed.
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  */
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  export declare function isActionTriggeredOnAnyInput(...buttonActions: ButtonAction[]): boolean;
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  /**
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- * Helper function to see if a particular keyboard key is being pressed down by the player.
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+ * Helper function to see if a specific keyboard key is being held down by the player.
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  *
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  * This function is variadic, meaning you can pass as many keyboard values as you want to check for.
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  * This function will return true if any of the values are pressed.
@@ -1 +1 @@
1
- {"version":3,"file":"input.d.ts","sourceRoot":"","sources":["../../../src/functions/input.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,YAAY,EACZ,UAAU,EAEV,QAAQ,EACT,MAAM,8BAA8B,CAAC;AAuBtC,eAAO,MAAM,oBAAoB,EAAE,WAAW,CAAC,YAAY,CAE1D,CAAC;AASF,eAAO,MAAM,oBAAoB,EAAE,WAAW,CAAC,YAAY,CAE1D,CAAC;AAEF;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAAC,UAAU,EAAE,UAAU,GAAG,MAAM,GAAG,SAAS,CAQ7E;AAED,wBAAgB,cAAc,IAAI,WAAW,CAAC,YAAY,CAAC,CAE1D;AAED,wBAAgB,eAAe,IAAI,WAAW,CAAC,YAAY,CAAC,CAE3D;AAED;;;;;GAKG;AACH,wBAAgB,yBAAyB,CACvC,GAAG,aAAa,EAAE,YAAY,EAAE,GAC/B,OAAO,CAOT;AAED;;;;;;GAMG;AACH,wBAAgB,2BAA2B,CACzC,GAAG,aAAa,EAAE,YAAY,EAAE,GAC/B,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,iBAAiB,CAAC,GAAG,IAAI,EAAE,QAAQ,EAAE,GAAG,OAAO,CAI9D;AAED;;;;GAIG;AACH,wBAAgB,oBAAoB,IAAI,OAAO,CAE9C;AAED,wBAAgB,YAAY,CAAC,YAAY,EAAE,YAAY,GAAG,OAAO,CAEhE;AAED,wBAAgB,6BAA6B,IAAI,OAAO,CAIvD;AAED,wBAAgB,+BAA+B,IAAI,OAAO,CAIzD;AAED,wBAAgB,aAAa,CAAC,YAAY,EAAE,YAAY,GAAG,OAAO,CAEjE;AAED,wBAAgB,8BAA8B,IAAI,OAAO,CAIxD;AAED,wBAAgB,gCAAgC,IAAI,OAAO,CAI1D;AAED;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAC9B,QAAQ,EAAE,QAAQ,EAClB,SAAS,EAAE,OAAO,GACjB,MAAM,GAAG,SAAS,CAQpB"}
1
+ {"version":3,"file":"input.d.ts","sourceRoot":"","sources":["../../../src/functions/input.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,YAAY,EACZ,UAAU,EACV,eAAe,EACf,QAAQ,EACT,MAAM,8BAA8B,CAAC;AAuBtC,eAAO,MAAM,oBAAoB,EAAE,WAAW,CAAC,YAAY,CAE1D,CAAC;AASF,eAAO,MAAM,oBAAoB,EAAE,WAAW,CAAC,YAAY,CAE1D,CAAC;AAEF;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAAC,UAAU,EAAE,UAAU,GAAG,MAAM,GAAG,SAAS,CAQ7E;AAED,wBAAgB,cAAc,IAAI,WAAW,CAAC,YAAY,CAAC,CAE1D;AAED,wBAAgB,eAAe,IAAI,WAAW,CAAC,YAAY,CAAC,CAE3D;AAED;;;;;GAKG;AACH,wBAAgB,eAAe,CAC7B,eAAe,EAAE,eAAe,EAChC,GAAG,aAAa,EAAE,YAAY,EAAE,GAC/B,OAAO,CAIT;AAED;;;;;;GAMG;AACH,wBAAgB,yBAAyB,CACvC,GAAG,aAAa,EAAE,YAAY,EAAE,GAC/B,OAAO,CAKT;AAED;;;;;;;GAOG;AACH,wBAAgB,iBAAiB,CAC/B,eAAe,EAAE,eAAe,EAChC,GAAG,aAAa,EAAE,YAAY,EAAE,GAC/B,OAAO,CAIT;AAED;;;;;;GAMG;AACH,wBAAgB,2BAA2B,CACzC,GAAG,aAAa,EAAE,YAAY,EAAE,GAC/B,OAAO,CAKT;AAED;;;;;GAKG;AACH,wBAAgB,iBAAiB,CAAC,GAAG,IAAI,EAAE,QAAQ,EAAE,GAAG,OAAO,CAI9D;AAED;;;;GAIG;AACH,wBAAgB,oBAAoB,IAAI,OAAO,CAE9C;AAED,wBAAgB,YAAY,CAAC,YAAY,EAAE,YAAY,GAAG,OAAO,CAEhE;AAED,wBAAgB,6BAA6B,IAAI,OAAO,CAIvD;AAED,wBAAgB,+BAA+B,IAAI,OAAO,CAIzD;AAED,wBAAgB,aAAa,CAAC,YAAY,EAAE,YAAY,GAAG,OAAO,CAEjE;AAED,wBAAgB,8BAA8B,IAAI,OAAO,CAIxD;AAED,wBAAgB,gCAAgC,IAAI,OAAO,CAI1D;AAED;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAC9B,QAAQ,EAAE,QAAQ,EAClB,SAAS,EAAE,OAAO,GACjB,MAAM,GAAG,SAAS,CAQpB"}
@@ -45,7 +45,19 @@ end
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  function ____exports.getShootActions(self)
46
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  return ____exports.SHOOTING_ACTIONS_SET
47
47
  end
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- --- Iterates over all inputs to determine if a particular button is pressed (i.e. held down).
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+ --- Helper function to check if a player is pressing a specific button (i.e. holding it down).
49
+ --
50
+ -- This is a variadic version of `Input.IsActionPressed`, meaning that you can pass as many buttons
51
+ -- as you want to check for. This function will return true if any of the buttons are pressed.
52
+ function ____exports.isActionPressed(self, controllerIndex, ...)
53
+ local buttonActions = {...}
54
+ return __TS__ArraySome(
55
+ buttonActions,
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+ function(____, buttonAction) return Input.IsActionPressed(buttonAction, controllerIndex) end
57
+ )
58
+ end
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+ --- Helper function to iterate over all inputs to determine if a specific button is pressed (i.e.
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+ -- being held down).
49
61
  --
50
62
  -- This function is variadic, meaning you can pass as many buttons as you want to check for. This
51
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  -- function will return true if any of the buttons are pressed.
@@ -54,14 +66,28 @@ function ____exports.isActionPressedOnAnyInput(self, ...)
54
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  local controllerIndexes = getEnumValues(nil, ControllerIndex)
55
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  return __TS__ArraySome(
56
68
  controllerIndexes,
57
- function(____, controllerIndex) return __TS__ArraySome(
58
- buttonActions,
59
- function(____, buttonAction) return Input.IsActionPressed(buttonAction, controllerIndex) end
69
+ function(____, controllerIndex) return ____exports.isActionPressed(
70
+ nil,
71
+ controllerIndex,
72
+ table.unpack(buttonActions)
60
73
  ) end
61
74
  )
62
75
  end
63
- --- Iterates over all inputs to determine if a particular button is triggered (i.e. held down and
64
- -- then released).
76
+ --- Helper function to check if a player is triggering a specific button (i.e. pressing and releasing
77
+ -- it).
78
+ --
79
+ -- This is a variadic version of `Input.IsActionTriggered`, meaning that you can pass as many
80
+ -- buttons as you want to check for. This function will return true if any of the buttons are
81
+ -- triggered.
82
+ function ____exports.isActionTriggered(self, controllerIndex, ...)
83
+ local buttonActions = {...}
84
+ return __TS__ArraySome(
85
+ buttonActions,
86
+ function(____, buttonAction) return Input.IsActionTriggered(buttonAction, controllerIndex) end
87
+ )
88
+ end
89
+ --- Iterates over all inputs to determine if a specific button is triggered (i.e. held down and then
90
+ -- released).
65
91
  --
66
92
  -- This function is variadic, meaning you can pass as many buttons as you want to check for. This
67
93
  -- function will return true if any of the buttons are pressed.
@@ -70,13 +96,14 @@ function ____exports.isActionTriggeredOnAnyInput(self, ...)
70
96
  local controllerIndexes = getEnumValues(nil, ControllerIndex)
71
97
  return __TS__ArraySome(
72
98
  controllerIndexes,
73
- function(____, controllerIndex) return __TS__ArraySome(
74
- buttonActions,
75
- function(____, buttonAction) return Input.IsActionTriggered(buttonAction, controllerIndex) end
99
+ function(____, controllerIndex) return ____exports.isActionTriggered(
100
+ nil,
101
+ controllerIndex,
102
+ table.unpack(buttonActions)
76
103
  ) end
77
104
  )
78
105
  end
79
- --- Helper function to see if a particular keyboard key is being pressed down by the player.
106
+ --- Helper function to see if a specific keyboard key is being held down by the player.
80
107
  --
81
108
  -- This function is variadic, meaning you can pass as many keyboard values as you want to check for.
82
109
  -- This function will return true if any of the values are pressed.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "17.5.0",
3
+ "version": "17.6.0",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -66,7 +66,23 @@ export function getShootActions(): ReadonlySet<ButtonAction> {
66
66
  }
67
67
 
68
68
  /**
69
- * Iterates over all inputs to determine if a particular button is pressed (i.e. held down).
69
+ * Helper function to check if a player is pressing a specific button (i.e. holding it down).
70
+ *
71
+ * This is a variadic version of `Input.IsActionPressed`, meaning that you can pass as many buttons
72
+ * as you want to check for. This function will return true if any of the buttons are pressed.
73
+ */
74
+ export function isActionPressed(
75
+ controllerIndex: ControllerIndex,
76
+ ...buttonActions: ButtonAction[]
77
+ ): boolean {
78
+ return buttonActions.some((buttonAction) =>
79
+ Input.IsActionPressed(buttonAction, controllerIndex),
80
+ );
81
+ }
82
+
83
+ /**
84
+ * Helper function to iterate over all inputs to determine if a specific button is pressed (i.e.
85
+ * being held down).
70
86
  *
71
87
  * This function is variadic, meaning you can pass as many buttons as you want to check for. This
72
88
  * function will return true if any of the buttons are pressed.
@@ -76,15 +92,30 @@ export function isActionPressedOnAnyInput(
76
92
  ): boolean {
77
93
  const controllerIndexes = getEnumValues(ControllerIndex);
78
94
  return controllerIndexes.some((controllerIndex) =>
79
- buttonActions.some((buttonAction) =>
80
- Input.IsActionPressed(buttonAction, controllerIndex),
81
- ),
95
+ isActionPressed(controllerIndex, ...buttonActions),
96
+ );
97
+ }
98
+
99
+ /**
100
+ * Helper function to check if a player is triggering a specific button (i.e. pressing and releasing
101
+ * it).
102
+ *
103
+ * This is a variadic version of `Input.IsActionTriggered`, meaning that you can pass as many
104
+ * buttons as you want to check for. This function will return true if any of the buttons are
105
+ * triggered.
106
+ */
107
+ export function isActionTriggered(
108
+ controllerIndex: ControllerIndex,
109
+ ...buttonActions: ButtonAction[]
110
+ ): boolean {
111
+ return buttonActions.some((buttonAction) =>
112
+ Input.IsActionTriggered(buttonAction, controllerIndex),
82
113
  );
83
114
  }
84
115
 
85
116
  /**
86
- * Iterates over all inputs to determine if a particular button is triggered (i.e. held down and
87
- * then released).
117
+ * Iterates over all inputs to determine if a specific button is triggered (i.e. held down and then
118
+ * released).
88
119
  *
89
120
  * This function is variadic, meaning you can pass as many buttons as you want to check for. This
90
121
  * function will return true if any of the buttons are pressed.
@@ -94,14 +125,12 @@ export function isActionTriggeredOnAnyInput(
94
125
  ): boolean {
95
126
  const controllerIndexes = getEnumValues(ControllerIndex);
96
127
  return controllerIndexes.some((controllerIndex) =>
97
- buttonActions.some((buttonAction) =>
98
- Input.IsActionTriggered(buttonAction, controllerIndex),
99
- ),
128
+ isActionTriggered(controllerIndex, ...buttonActions),
100
129
  );
101
130
  }
102
131
 
103
132
  /**
104
- * Helper function to see if a particular keyboard key is being pressed down by the player.
133
+ * Helper function to see if a specific keyboard key is being held down by the player.
105
134
  *
106
135
  * This function is variadic, meaning you can pass as many keyboard values as you want to check for.
107
136
  * This function will return true if any of the values are pressed.