isaacscript-common 27.6.3 → 27.7.0
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.rollup.d.ts
CHANGED
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@@ -1315,6 +1315,10 @@ export declare function clearFloorDisplayFlags(): void;
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*
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* This function automatically calls the `Level.UpdateVisibility` after setting the flags so that
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* the changes will be immediately visible.
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*
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* Note that if you clear the display flags of a room but then the player travels to the room (or an
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* adjacent room), the room will appear on the minimap again. If you want to permanently hide the
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* room even in this circumstance, use the `hideRoomOnMinimap` helper function instead.
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*/
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export declare function clearRoomDisplayFlags(roomGridIndex: int): void;
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@@ -7097,6 +7101,17 @@ export declare function hexToColor(hexString: string, alpha?: number): Readonly<
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*/
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export declare function hexToKColor(hexString: string, alpha?: number): Readonly<KColor>;
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/**
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* Helper function to hide a specific room on the minimap.
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*
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* If you want the room to be permanently hidden, you must to call this function on every new room.
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* This is because if the player enters into the room or walks into an adjacent room, the room will
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* reappear on the minimap.
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*
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* This function automatically accounts for whether or not MinimapAPI is being used.
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*/
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export declare function hideRoomOnMinimap(roomGridIndex: int): void;
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/**
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* Helper type to make the given array/map/set/object recursively read-only.
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*
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@@ -1,6 +1,6 @@
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1
1
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--[[
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2
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3
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-
isaacscript-common 27.
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+
isaacscript-common 27.7.0
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This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -51921,13 +51921,9 @@ function ____exports.setRoomDisplayFlags(self, roomGridIndex, displayFlags, upda
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else
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local minimapAPIRoomDescriptor = MinimapAPI:GetRoomByIdx(roomGridIndex)
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if minimapAPIRoomDescriptor == nil then
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-
if displayFlags == DisplayFlagZero then
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return
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end
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error("Failed to get the MinimapAPI room descriptor for the room at grid index: " .. tostring(roomGridIndex))
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end
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minimapAPIRoomDescriptor:SetDisplayFlags(displayFlags)
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minimapAPIRoomDescriptor.Hidden = displayFlags == DisplayFlagZero
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end
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end
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function ____exports.addRoomDisplayFlag(self, roomGridIndex, displayFlag, updateVisibility)
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@@ -51953,6 +51949,16 @@ function ____exports.getFloorDisplayFlags(self)
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end
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return displayFlagsMap
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end
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function ____exports.hideRoomOnMinimap(self, roomGridIndex)
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____exports.clearRoomDisplayFlags(nil, roomGridIndex)
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if MinimapAPI ~= nil then
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local minimapAPIRoomDescriptor = MinimapAPI:GetRoomByIdx(roomGridIndex)
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if minimapAPIRoomDescriptor == nil then
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error("Failed to get the MinimapAPI room descriptor for the room at grid index: " .. tostring(roomGridIndex))
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end
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minimapAPIRoomDescriptor.Hidden = true
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end
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end
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function ____exports.setFloorDisplayFlags(self, displayFlagsMap)
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for ____, ____value in __TS__Iterator(displayFlagsMap) do
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local roomGridIndex = ____value[1]
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@@ -27,6 +27,10 @@ export declare function clearFloorDisplayFlags(): void;
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*
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* This function automatically calls the `Level.UpdateVisibility` after setting the flags so that
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* the changes will be immediately visible.
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*
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* Note that if you clear the display flags of a room but then the player travels to the room (or an
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* adjacent room), the room will appear on the minimap again. If you want to permanently hide the
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* room even in this circumstance, use the `hideRoomOnMinimap` helper function instead.
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*/
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export declare function clearRoomDisplayFlags(roomGridIndex: int): void;
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/**
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@@ -45,6 +49,16 @@ export declare function getFloorDisplayFlags(): Map<int, BitFlags<DisplayFlag>>;
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* @param roomGridIndex Optional. Default is the current room index.
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*/
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export declare function getRoomDisplayFlags(roomGridIndex?: int): BitFlags<DisplayFlag>;
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/**
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* Helper function to hide a specific room on the minimap.
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*
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* If you want the room to be permanently hidden, you must to call this function on every new room.
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* This is because if the player enters into the room or walks into an adjacent room, the room will
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* reappear on the minimap.
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*
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* This function automatically accounts for whether or not MinimapAPI is being used.
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*/
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export declare function hideRoomOnMinimap(roomGridIndex: int): void;
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/**
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* Helper function to set the minimap `DisplayFlag` value for every room on the floor at once.
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*
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"minimap.d.ts","sourceRoot":"","sources":["../../../src/functions/minimap.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAmB,MAAM,8BAA8B,CAAC;AAM5E;;;;;;;;;;GAUG;AACH,wBAAgB,kBAAkB,CAChC,aAAa,EAAE,GAAG,GAAG,SAAS,EAC9B,WAAW,EAAE,WAAW,EACxB,gBAAgB,UAAO,GACtB,IAAI,CAIN;AAED;;;;;;;GAOG;AACH,wBAAgB,sBAAsB,IAAI,IAAI,CAE7C;AAED
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{"version":3,"file":"minimap.d.ts","sourceRoot":"","sources":["../../../src/functions/minimap.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAmB,MAAM,8BAA8B,CAAC;AAM5E;;;;;;;;;;GAUG;AACH,wBAAgB,kBAAkB,CAChC,aAAa,EAAE,GAAG,GAAG,SAAS,EAC9B,WAAW,EAAE,WAAW,EACxB,gBAAgB,UAAO,GACtB,IAAI,CAIN;AAED;;;;;;;GAOG;AACH,wBAAgB,sBAAsB,IAAI,IAAI,CAE7C;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,qBAAqB,CAAC,aAAa,EAAE,GAAG,GAAG,IAAI,CAE9D;AAED;;;;;GAKG;AACH,wBAAgB,oBAAoB,IAAI,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,WAAW,CAAC,CAAC,CAUtE;AAED;;;;;;;GAOG;AACH,wBAAgB,mBAAmB,CACjC,aAAa,CAAC,EAAE,GAAG,GAClB,QAAQ,CAAC,WAAW,CAAC,CAiBvB;AAED;;;;;;;;GAQG;AACH,wBAAgB,iBAAiB,CAAC,aAAa,EAAE,GAAG,GAAG,IAAI,CAe1D;AAED;;;;;;;GAOG;AACH,wBAAgB,kBAAkB,CAAC,YAAY,EAAE,QAAQ,CAAC,WAAW,CAAC,GAAG,IAAI,CAW5E;AAED;;;;;;;;;GASG;AACH,wBAAgB,oBAAoB,CAClC,eAAe,EAAE,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,WAAW,CAAC,CAAC,GAC/C,IAAI,CAWN;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,mBAAmB,CACjC,aAAa,EAAE,GAAG,GAAG,SAAS,EAC9B,YAAY,EAAE,QAAQ,CAAC,WAAW,CAAC,EACnC,gBAAgB,UAAO,GACtB,IAAI,CAsBN"}
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@@ -77,13 +77,9 @@ function ____exports.setRoomDisplayFlags(self, roomGridIndex, displayFlags, upda
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else
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local minimapAPIRoomDescriptor = MinimapAPI:GetRoomByIdx(roomGridIndex)
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if minimapAPIRoomDescriptor == nil then
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-
if displayFlags == DisplayFlagZero then
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-
return
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-
end
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error("Failed to get the MinimapAPI room descriptor for the room at grid index: " .. tostring(roomGridIndex))
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end
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minimapAPIRoomDescriptor:SetDisplayFlags(displayFlags)
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-
minimapAPIRoomDescriptor.Hidden = displayFlags == DisplayFlagZero
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end
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end
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--- Helper function to add a `DisplayFlag` to a particular room's minimap display flags (e.g. whether
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@@ -118,6 +114,10 @@ end
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--
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-- This function automatically calls the `Level.UpdateVisibility` after setting the flags so that
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-- the changes will be immediately visible.
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--
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-- Note that if you clear the display flags of a room but then the player travels to the room (or an
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-- adjacent room), the room will appear on the minimap again. If you want to permanently hide the
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-- room even in this circumstance, use the `hideRoomOnMinimap` helper function instead.
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function ____exports.clearRoomDisplayFlags(self, roomGridIndex)
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____exports.setRoomDisplayFlags(nil, roomGridIndex, DisplayFlagZero)
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end
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@@ -134,6 +134,23 @@ function ____exports.getFloorDisplayFlags(self)
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end
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return displayFlagsMap
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end
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--- Helper function to hide a specific room on the minimap.
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--
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-- If you want the room to be permanently hidden, you must to call this function on every new room.
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-- This is because if the player enters into the room or walks into an adjacent room, the room will
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-- reappear on the minimap.
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--
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-- This function automatically accounts for whether or not MinimapAPI is being used.
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function ____exports.hideRoomOnMinimap(self, roomGridIndex)
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____exports.clearRoomDisplayFlags(nil, roomGridIndex)
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if MinimapAPI ~= nil then
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local minimapAPIRoomDescriptor = MinimapAPI:GetRoomByIdx(roomGridIndex)
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if minimapAPIRoomDescriptor == nil then
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error("Failed to get the MinimapAPI room descriptor for the room at grid index: " .. tostring(roomGridIndex))
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end
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minimapAPIRoomDescriptor.Hidden = true
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end
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end
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--- Helper function to set the minimap `DisplayFlag` value for multiple rooms at once.
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--
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-- This function automatically calls the `Level.UpdateVisibility` after setting the flags so that
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package/package.json
CHANGED
package/src/functions/minimap.ts
CHANGED
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@@ -44,6 +44,10 @@ export function clearFloorDisplayFlags(): void {
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*
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* This function automatically calls the `Level.UpdateVisibility` after setting the flags so that
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* the changes will be immediately visible.
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*
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* Note that if you clear the display flags of a room but then the player travels to the room (or an
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* adjacent room), the room will appear on the minimap again. If you want to permanently hide the
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* room even in this circumstance, use the `hideRoomOnMinimap` helper function instead.
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*/
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export function clearRoomDisplayFlags(roomGridIndex: int): void {
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setRoomDisplayFlags(roomGridIndex, DisplayFlagZero);
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@@ -96,6 +100,32 @@ export function getRoomDisplayFlags(
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return minimapAPIRoomDescriptor.GetDisplayFlags();
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}
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/**
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* Helper function to hide a specific room on the minimap.
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*
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* If you want the room to be permanently hidden, you must to call this function on every new room.
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* This is because if the player enters into the room or walks into an adjacent room, the room will
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* reappear on the minimap.
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*
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* This function automatically accounts for whether or not MinimapAPI is being used.
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*/
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export function hideRoomOnMinimap(roomGridIndex: int): void {
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clearRoomDisplayFlags(roomGridIndex);
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// In vanilla, the map only updates at the beginning of every room. In MinimapAPI, it constant
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// updates, so we must specifically tell MinimapAPI that the room should be hidden using the
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// `Hidden` property.
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if (MinimapAPI !== undefined) {
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const minimapAPIRoomDescriptor = MinimapAPI.GetRoomByIdx(roomGridIndex);
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if (minimapAPIRoomDescriptor === undefined) {
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error(
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`Failed to get the MinimapAPI room descriptor for the room at grid index: ${roomGridIndex}`,
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);
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}
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minimapAPIRoomDescriptor.Hidden = true;
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}
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}
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+
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/**
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100
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* Helper function to set the minimap `DisplayFlag` value for every room on the floor at once.
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*
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@@ -175,16 +205,10 @@ export function setRoomDisplayFlags(
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} else {
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const minimapAPIRoomDescriptor = MinimapAPI.GetRoomByIdx(roomGridIndex);
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if (minimapAPIRoomDescriptor === undefined) {
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-
// The room might have already been removed previously.
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-
if (displayFlags === DisplayFlagZero) {
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return;
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}
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-
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error(
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`Failed to get the MinimapAPI room descriptor for the room at grid index: ${roomGridIndex}`,
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);
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}
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minimapAPIRoomDescriptor.SetDisplayFlags(displayFlags);
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-
minimapAPIRoomDescriptor.Hidden = displayFlags === DisplayFlagZero;
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}
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}
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