isaacscript-common 59.7.0 → 61.0.0

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.
@@ -3,47 +3,47 @@ export declare function getElapsedGameFramesSince(gameFrameCount: int): int;
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  export declare function getElapsedRenderFramesSince(renderFrameCount: int): int;
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  export declare function getElapsedRoomFramesSince(roomFrameCount: int): int;
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  /**
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- * Helper function to check if the current game frame count is lower than a specific game frame
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+ * Helper function to check if the current game frame count is higher than a specific game frame
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  * count.
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  *
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  * This returns false if the submitted game frame count is null or undefined.
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  */
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- export declare function isBeforeGameFrame(gameFrameCount: int | null | undefined): boolean;
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+ export declare function isAfterGameFrame(gameFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current render frame count is lower than a specific render frame
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+ * Helper function to check if the current render frame count is higher than a specific render frame
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  * count.
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  *
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  * This returns false if the submitted render frame count is null or undefined.
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  */
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- export declare function isBeforeRenderFrame(renderFrameCount: int | null | undefined): boolean;
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+ export declare function isAfterRenderFrame(renderFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current room frame count is lower than a specific room frame
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+ * Helper function to check if the current room frame count is higher than a specific room frame
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  * count.
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  *
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  * This returns false if the submitted room frame count is null or undefined.
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  */
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- export declare function isBeforeRoomFrame(roomFrameCount: int | null | undefined): boolean;
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+ export declare function isAfterRoomFrame(roomFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current game frame count is higher than a specific game frame
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+ * Helper function to check if the current game frame count is lower than a specific game frame
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  * count.
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  *
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  * This returns false if the submitted game frame count is null or undefined.
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  */
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- export declare function isPastGameFrame(gameFrameCount: int | null | undefined): boolean;
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+ export declare function isBeforeGameFrame(gameFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current render frame count is higher than a specific render frame
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+ * Helper function to check if the current render frame count is lower than a specific render frame
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  * count.
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  *
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  * This returns false if the submitted render frame count is null or undefined.
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  */
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- export declare function isPastRenderFrame(renderFrameCount: int | null | undefined): boolean;
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+ export declare function isBeforeRenderFrame(renderFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current room frame count is higher than a specific room frame
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+ * Helper function to check if the current room frame count is lower than a specific room frame
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  * count.
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  *
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  * This returns false if the submitted room frame count is null or undefined.
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  */
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- export declare function isPastRoomFrame(roomFrameCount: int | null | undefined): boolean;
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+ export declare function isBeforeRoomFrame(roomFrameCount: int | null | undefined): boolean;
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  /**
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  * Helper function to check if the current game frame count is exactly equal to a specific game
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  * frame count.
@@ -52,47 +52,47 @@ export declare function isPastRoomFrame(roomFrameCount: int | null | undefined):
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  */
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  export declare function onGameFrame(gameFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current game frame count is equal to or lower than a specific
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+ * Helper function to check if the current game frame count is equal to or higher than a specific
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  * game frame count.
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  *
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  * This returns false if the submitted game frame count is null or undefined.
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  */
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- export declare function onOrBeforeGameFrame(gameFrameCount: int | null | undefined): boolean;
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+ export declare function onOrAfterGameFrame(gameFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current render frame count is equal to or lower than a specific
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+ * Helper function to check if the current render frame count is equal to or higher than a specific
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  * render frame count.
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  *
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  * This returns false if the submitted render frame count is null or undefined.
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  */
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- export declare function onOrBeforeRenderFrame(renderFrameCount: int | null | undefined): boolean;
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+ export declare function onOrAfterRenderFrame(renderFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current room frame count is equal to or lower than a specific
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+ * Helper function to check if the current room frame count is equal to or higher than a specific
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  * room frame count.
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  *
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  * This returns false if the submitted room frame count is null or undefined.
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  */
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- export declare function onOrBeforeRoomFrame(roomFrameCount: int | null | undefined): boolean;
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+ export declare function onOrAfterRoomFrame(roomFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current game frame count is equal to or higher than a specific
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+ * Helper function to check if the current game frame count is equal to or lower than a specific
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  * game frame count.
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  *
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  * This returns false if the submitted game frame count is null or undefined.
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  */
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- export declare function onOrPastGameFrame(gameFrameCount: int | null | undefined): boolean;
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+ export declare function onOrBeforeGameFrame(gameFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current render frame count is equal to or higher than a specific
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+ * Helper function to check if the current render frame count is equal to or lower than a specific
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  * render frame count.
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  *
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  * This returns false if the submitted render frame count is null or undefined.
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  */
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- export declare function onOrPastRenderFrame(renderFrameCount: int | null | undefined): boolean;
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+ export declare function onOrBeforeRenderFrame(renderFrameCount: int | null | undefined): boolean;
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  /**
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- * Helper function to check if the current room frame count is equal to or higher than a specific
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+ * Helper function to check if the current room frame count is equal to or lower than a specific
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  * room frame count.
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  *
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  * This returns false if the submitted room frame count is null or undefined.
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  */
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- export declare function onOrPastRoomFrame(roomFrameCount: int | null | undefined): boolean;
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+ export declare function onOrBeforeRoomFrame(roomFrameCount: int | null | undefined): boolean;
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  /**
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  * Helper function to check if the current render frame count is exactly equal to a specific render
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  * frame count.
@@ -1 +1 @@
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+ {"version":3,"file":"frames.d.ts","sourceRoot":"","sources":["../../../src/functions/frames.ts"],"names":[],"mappings":";AAEA,wBAAgB,yBAAyB,CAAC,cAAc,EAAE,GAAG,GAAG,GAAG,CAGlE;AAED,wBAAgB,2BAA2B,CAAC,gBAAgB,EAAE,GAAG,GAAG,GAAG,CAGtE;AAED,wBAAgB,yBAAyB,CAAC,cAAc,EAAE,GAAG,GAAG,GAAG,CAIlE;AAED;;;;;GAKG;AACH,wBAAgB,gBAAgB,CAC9B,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACrC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAChC,gBAAgB,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACvC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,gBAAgB,CAC9B,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACrC,OAAO,CAST;AAED;;;;;GAKG;AACH,wBAAgB,iBAAiB,CAC/B,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACrC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CACjC,gBAAgB,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACvC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,iBAAiB,CAC/B,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACrC,OAAO,CAST;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GAAG,OAAO,CAO3E;AAED;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAChC,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACrC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,oBAAoB,CAClC,gBAAgB,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACvC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAChC,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACrC,OAAO,CAST;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CACjC,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACrC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,qBAAqB,CACnC,gBAAgB,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACvC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CACjC,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACrC,OAAO,CAST;AAED;;;;;GAKG;AACH,wBAAgB,aAAa,CAC3B,gBAAgB,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GACvC,OAAO,CAOT;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,cAAc,EAAE,GAAG,GAAG,IAAI,GAAG,SAAS,GAAG,OAAO,CAS3E"}
@@ -14,73 +14,73 @@ function ____exports.getElapsedRoomFramesSince(self, roomFrameCount)
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  local thisRoomFrameCount = room:GetFrameCount()
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  return thisRoomFrameCount - roomFrameCount
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  end
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- --- Helper function to check if the current game frame count is lower than a specific game frame
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+ --- Helper function to check if the current game frame count is higher than a specific game frame
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  -- count.
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  --
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  -- This returns false if the submitted game frame count is null or undefined.
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- function ____exports.isBeforeGameFrame(self, gameFrameCount)
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+ function ____exports.isAfterGameFrame(self, gameFrameCount)
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  if gameFrameCount == nil or gameFrameCount == nil then
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  return false
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  end
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  local thisGameFrameCount = game:GetFrameCount()
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- return thisGameFrameCount < gameFrameCount
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+ return thisGameFrameCount > gameFrameCount
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  end
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- --- Helper function to check if the current render frame count is lower than a specific render frame
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+ --- Helper function to check if the current render frame count is higher than a specific render frame
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  -- count.
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  --
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  -- This returns false if the submitted render frame count is null or undefined.
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- function ____exports.isBeforeRenderFrame(self, renderFrameCount)
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+ function ____exports.isAfterRenderFrame(self, renderFrameCount)
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  if renderFrameCount == nil or renderFrameCount == nil then
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  return false
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  end
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  local thisRenderFrameCount = Isaac.GetFrameCount()
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- return thisRenderFrameCount < renderFrameCount
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+ return thisRenderFrameCount > renderFrameCount
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  end
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- --- Helper function to check if the current room frame count is lower than a specific room frame
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+ --- Helper function to check if the current room frame count is higher than a specific room frame
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  -- count.
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  --
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  -- This returns false if the submitted room frame count is null or undefined.
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- function ____exports.isBeforeRoomFrame(self, roomFrameCount)
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+ function ____exports.isAfterRoomFrame(self, roomFrameCount)
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  if roomFrameCount == nil or roomFrameCount == nil then
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  return false
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  end
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  local room = game:GetRoom()
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  local thisGameFrameCount = room:GetFrameCount()
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- return thisGameFrameCount < roomFrameCount
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+ return thisGameFrameCount > roomFrameCount
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  end
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- --- Helper function to check if the current game frame count is higher than a specific game frame
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+ --- Helper function to check if the current game frame count is lower than a specific game frame
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  -- count.
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  --
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  -- This returns false if the submitted game frame count is null or undefined.
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- function ____exports.isPastGameFrame(self, gameFrameCount)
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+ function ____exports.isBeforeGameFrame(self, gameFrameCount)
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  if gameFrameCount == nil or gameFrameCount == nil then
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  return false
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  end
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  local thisGameFrameCount = game:GetFrameCount()
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- return thisGameFrameCount > gameFrameCount
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+ return thisGameFrameCount < gameFrameCount
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  end
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- --- Helper function to check if the current render frame count is higher than a specific render frame
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+ --- Helper function to check if the current render frame count is lower than a specific render frame
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  -- count.
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  --
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  -- This returns false if the submitted render frame count is null or undefined.
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- function ____exports.isPastRenderFrame(self, renderFrameCount)
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+ function ____exports.isBeforeRenderFrame(self, renderFrameCount)
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  if renderFrameCount == nil or renderFrameCount == nil then
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  return false
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  end
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  local thisRenderFrameCount = Isaac.GetFrameCount()
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- return thisRenderFrameCount > renderFrameCount
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+ return thisRenderFrameCount < renderFrameCount
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  end
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- --- Helper function to check if the current room frame count is higher than a specific room frame
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+ --- Helper function to check if the current room frame count is lower than a specific room frame
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  -- count.
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  --
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  -- This returns false if the submitted room frame count is null or undefined.
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- function ____exports.isPastRoomFrame(self, roomFrameCount)
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+ function ____exports.isBeforeRoomFrame(self, roomFrameCount)
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  if roomFrameCount == nil or roomFrameCount == nil then
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  return false
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  end
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  local room = game:GetRoom()
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  local thisGameFrameCount = room:GetFrameCount()
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- return thisGameFrameCount > roomFrameCount
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+ return thisGameFrameCount < roomFrameCount
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  end
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  --- Helper function to check if the current game frame count is exactly equal to a specific game
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  -- frame count.
@@ -93,33 +93,33 @@ function ____exports.onGameFrame(self, gameFrameCount)
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  local thisGameFrameCount = game:GetFrameCount()
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  return thisGameFrameCount == gameFrameCount
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  end
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- --- Helper function to check if the current game frame count is equal to or lower than a specific
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+ --- Helper function to check if the current game frame count is equal to or higher than a specific
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  -- game frame count.
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  --
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  -- This returns false if the submitted game frame count is null or undefined.
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- function ____exports.onOrBeforeGameFrame(self, gameFrameCount)
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+ function ____exports.onOrAfterGameFrame(self, gameFrameCount)
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  if gameFrameCount == nil or gameFrameCount == nil then
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  return false
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  end
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  local thisGameFrameCount = game:GetFrameCount()
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- return thisGameFrameCount <= gameFrameCount
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+ return thisGameFrameCount >= gameFrameCount
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  end
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- --- Helper function to check if the current render frame count is equal to or lower than a specific
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+ --- Helper function to check if the current render frame count is equal to or higher than a specific
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  -- render frame count.
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  --
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  -- This returns false if the submitted render frame count is null or undefined.
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- function ____exports.onOrBeforeRenderFrame(self, renderFrameCount)
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+ function ____exports.onOrAfterRenderFrame(self, renderFrameCount)
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  if renderFrameCount == nil or renderFrameCount == nil then
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  return false
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  end
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  local thisRenderFrameCount = Isaac.GetFrameCount()
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- return thisRenderFrameCount <= renderFrameCount
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+ return thisRenderFrameCount >= renderFrameCount
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  end
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- --- Helper function to check if the current room frame count is equal to or lower than a specific
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+ --- Helper function to check if the current room frame count is equal to or higher than a specific
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  -- room frame count.
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  --
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  -- This returns false if the submitted room frame count is null or undefined.
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- function ____exports.onOrBeforeRoomFrame(self, roomFrameCount)
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+ function ____exports.onOrAfterRoomFrame(self, roomFrameCount)
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  if roomFrameCount == nil or roomFrameCount == nil then
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  return false
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  end
@@ -127,33 +127,33 @@ function ____exports.onOrBeforeRoomFrame(self, roomFrameCount)
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  local thisGameFrameCount = room:GetFrameCount()
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  return thisGameFrameCount >= roomFrameCount
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  end
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- --- Helper function to check if the current game frame count is equal to or higher than a specific
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+ --- Helper function to check if the current game frame count is equal to or lower than a specific
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  -- game frame count.
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  --
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  -- This returns false if the submitted game frame count is null or undefined.
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- function ____exports.onOrPastGameFrame(self, gameFrameCount)
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+ function ____exports.onOrBeforeGameFrame(self, gameFrameCount)
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  if gameFrameCount == nil or gameFrameCount == nil then
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  return false
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  end
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  local thisGameFrameCount = game:GetFrameCount()
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- return thisGameFrameCount >= gameFrameCount
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+ return thisGameFrameCount <= gameFrameCount
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  end
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- --- Helper function to check if the current render frame count is equal to or higher than a specific
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+ --- Helper function to check if the current render frame count is equal to or lower than a specific
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  -- render frame count.
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  --
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  -- This returns false if the submitted render frame count is null or undefined.
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- function ____exports.onOrPastRenderFrame(self, renderFrameCount)
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+ function ____exports.onOrBeforeRenderFrame(self, renderFrameCount)
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  if renderFrameCount == nil or renderFrameCount == nil then
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  return false
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  end
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  local thisRenderFrameCount = Isaac.GetFrameCount()
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- return thisRenderFrameCount >= renderFrameCount
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+ return thisRenderFrameCount <= renderFrameCount
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  end
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- --- Helper function to check if the current room frame count is equal to or higher than a specific
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+ --- Helper function to check if the current room frame count is equal to or lower than a specific
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  -- room frame count.
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  --
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  -- This returns false if the submitted room frame count is null or undefined.
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- function ____exports.onOrPastRoomFrame(self, roomFrameCount)
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+ function ____exports.onOrBeforeRoomFrame(self, roomFrameCount)
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  if roomFrameCount == nil or roomFrameCount == nil then
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  return false
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  end
@@ -1,9 +1,9 @@
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  import { ButtonAction, Controller, ControllerIndex, Keyboard } from "isaac-typescript-definitions";
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  export declare const MODIFIER_KEYS: readonly [Keyboard.LEFT_SHIFT, Keyboard.LEFT_CONTROL, Keyboard.LEFT_ALT, Keyboard.LEFT_SUPER, Keyboard.RIGHT_SHIFT, Keyboard.RIGHT_CONTROL, Keyboard.RIGHT_ALT, Keyboard.RIGHT_SUPER];
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- export declare const MOVEMENT_ACTIONS: readonly [ButtonAction.LEFT, ButtonAction.RIGHT, ButtonAction.UP, ButtonAction.DOWN];
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- export declare const MOVEMENT_ACTIONS_SET: ReadonlySet<ButtonAction>;
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- export declare const SHOOTING_ACTIONS: readonly [ButtonAction.SHOOT_LEFT, ButtonAction.SHOOT_RIGHT, ButtonAction.SHOOT_UP, ButtonAction.SHOOT_DOWN];
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- export declare const SHOOTING_ACTIONS_SET: ReadonlySet<ButtonAction>;
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+ export declare const MOVEMENT_BUTTON_ACTIONS: readonly [ButtonAction.LEFT, ButtonAction.RIGHT, ButtonAction.UP, ButtonAction.DOWN];
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+ export declare const MOVEMENT_BUTTON_ACTIONS_SET: ReadonlySet<ButtonAction>;
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+ export declare const SHOOTING_BUTTON_ACTIONS: readonly [ButtonAction.SHOOT_LEFT, ButtonAction.SHOOT_RIGHT, ButtonAction.SHOOT_UP, ButtonAction.SHOOT_DOWN];
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+ export declare const SHOOTING_BUTTON_ACTIONS_SET: ReadonlySet<ButtonAction>;
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  /**
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  * Helper function to get the enum name for the specified `Controller` value. Note that this will
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  * trim off the "BUTTON_" prefix.
@@ -16,13 +16,13 @@ export declare function controllerToString(controller: Controller): string | und
16
16
  * pressing down. This returns an array because a player can be holding down more than one movement
17
17
  * key at a time.
18
18
  */
19
- export declare function getMoveActions(controllerIndex: ControllerIndex): ButtonAction[];
19
+ export declare function getMoveButtonActions(controllerIndex: ControllerIndex): ButtonAction[];
20
20
  /**
21
21
  * Helper function to get the shooting actions that the specified `ControllerIndex` is currently
22
22
  * pressing down. This returns an array because a player can be holding down more than one shooting
23
23
  * key at a time.
24
24
  */
25
- export declare function getShootActions(controllerIndex: ControllerIndex): ButtonAction[];
25
+ export declare function getShootButtonActions(controllerIndex: ControllerIndex): ButtonAction[];
26
26
  /**
27
27
  * Helper function to check if a player is pressing a specific button (i.e. holding it down).
28
28
  *
@@ -1 +1 @@
1
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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;AAMtC,eAAO,MAAM,aAAa,uLAShB,CAAC;AAEX,eAAO,MAAM,uBAAuB,sFAK1B,CAAC;AAEX,eAAO,MAAM,2BAA2B,2BAEvC,CAAC;AAEF,eAAO,MAAM,uBAAuB,8GAK1B,CAAC;AAEX,eAAO,MAAM,2BAA2B,2BAEvC,CAAC;AAEF;;;;;GAKG;AACH,wBAAgB,kBAAkB,CAAC,UAAU,EAAE,UAAU,GAAG,MAAM,GAAG,SAAS,CAQ7E;AAED;;;;GAIG;AACH,wBAAgB,oBAAoB,CAClC,eAAe,EAAE,eAAe,GAC/B,YAAY,EAAE,CAIhB;AAED;;;;GAIG;AACH,wBAAgB,qBAAqB,CACnC,eAAe,EAAE,eAAe,GAC/B,YAAY,EAAE,CAIhB;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,CAIT;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,CAIT;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,mBAAmB,CAAC,eAAe,EAAE,eAAe,GAAG,OAAO,CAE7E;AAED,wBAAgB,6BAA6B,IAAI,OAAO,CAIvD;AAED,wBAAgB,qBAAqB,CACnC,eAAe,EAAE,eAAe,GAC/B,OAAO,CAET;AAED,wBAAgB,+BAA+B,IAAI,OAAO,CAIzD;AAED,wBAAgB,aAAa,CAAC,YAAY,EAAE,YAAY,GAAG,OAAO,CAEjE;AAED,wBAAgB,oBAAoB,CAClC,eAAe,EAAE,eAAe,GAC/B,OAAO,CAET;AAED,wBAAgB,8BAA8B,IAAI,OAAO,CAIxD;AAED,wBAAgB,sBAAsB,CACpC,eAAe,EAAE,eAAe,GAC/B,OAAO,CAET;AAED,wBAAgB,gCAAgC,IAAI,OAAO,CAI1D;AAED;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAC9B,QAAQ,EAAE,QAAQ,EAClB,SAAS,EAAE,OAAO,GACjB,MAAM,GAAG,SAAS,CAQpB"}
@@ -26,10 +26,10 @@ ____exports.MODIFIER_KEYS = {
26
26
  Keyboard.RIGHT_ALT,
27
27
  Keyboard.RIGHT_SUPER
28
28
  }
29
- ____exports.MOVEMENT_ACTIONS = {ButtonAction.LEFT, ButtonAction.RIGHT, ButtonAction.UP, ButtonAction.DOWN}
30
- ____exports.MOVEMENT_ACTIONS_SET = __TS__New(ReadonlySet, ____exports.MOVEMENT_ACTIONS)
31
- ____exports.SHOOTING_ACTIONS = {ButtonAction.SHOOT_LEFT, ButtonAction.SHOOT_RIGHT, ButtonAction.SHOOT_UP, ButtonAction.SHOOT_DOWN}
32
- ____exports.SHOOTING_ACTIONS_SET = __TS__New(ReadonlySet, ____exports.SHOOTING_ACTIONS)
29
+ ____exports.MOVEMENT_BUTTON_ACTIONS = {ButtonAction.LEFT, ButtonAction.RIGHT, ButtonAction.UP, ButtonAction.DOWN}
30
+ ____exports.MOVEMENT_BUTTON_ACTIONS_SET = __TS__New(ReadonlySet, ____exports.MOVEMENT_BUTTON_ACTIONS)
31
+ ____exports.SHOOTING_BUTTON_ACTIONS = {ButtonAction.SHOOT_LEFT, ButtonAction.SHOOT_RIGHT, ButtonAction.SHOOT_UP, ButtonAction.SHOOT_DOWN}
32
+ ____exports.SHOOTING_BUTTON_ACTIONS_SET = __TS__New(ReadonlySet, ____exports.SHOOTING_BUTTON_ACTIONS)
33
33
  --- Helper function to get the enum name for the specified `Controller` value. Note that this will
34
34
  -- trim off the "BUTTON_" prefix.
35
35
  --
@@ -44,18 +44,18 @@ end
44
44
  --- Helper function to get the movement actions that the specified `ControllerIndex` is currently
45
45
  -- pressing down. This returns an array because a player can be holding down more than one movement
46
46
  -- key at a time.
47
- function ____exports.getMoveActions(self, controllerIndex)
47
+ function ____exports.getMoveButtonActions(self, controllerIndex)
48
48
  return __TS__ArrayFilter(
49
- ____exports.MOVEMENT_ACTIONS,
49
+ ____exports.MOVEMENT_BUTTON_ACTIONS,
50
50
  function(____, buttonAction) return Input.IsActionPressed(buttonAction, controllerIndex) end
51
51
  )
52
52
  end
53
53
  --- Helper function to get the shooting actions that the specified `ControllerIndex` is currently
54
54
  -- pressing down. This returns an array because a player can be holding down more than one shooting
55
55
  -- key at a time.
56
- function ____exports.getShootActions(self, controllerIndex)
56
+ function ____exports.getShootButtonActions(self, controllerIndex)
57
57
  return __TS__ArrayFilter(
58
- ____exports.SHOOTING_ACTIONS,
58
+ ____exports.SHOOTING_BUTTON_ACTIONS,
59
59
  function(____, buttonAction) return Input.IsActionPressed(buttonAction, controllerIndex) end
60
60
  )
61
61
  end
@@ -136,18 +136,18 @@ function ____exports.isModifierKeyPressed(self)
136
136
  )
137
137
  end
138
138
  function ____exports.isMoveAction(self, buttonAction)
139
- return ____exports.MOVEMENT_ACTIONS_SET:has(buttonAction)
139
+ return ____exports.MOVEMENT_BUTTON_ACTIONS_SET:has(buttonAction)
140
140
  end
141
141
  function ____exports.isMoveActionPressed(self, controllerIndex)
142
142
  return ____exports.isActionPressed(
143
143
  nil,
144
144
  controllerIndex,
145
- table.unpack(____exports.MOVEMENT_ACTIONS)
145
+ table.unpack(____exports.MOVEMENT_BUTTON_ACTIONS)
146
146
  )
147
147
  end
148
148
  function ____exports.isMoveActionPressedOnAnyInput(self)
149
149
  return __TS__ArraySome(
150
- ____exports.MOVEMENT_ACTIONS,
150
+ ____exports.MOVEMENT_BUTTON_ACTIONS,
151
151
  function(____, moveAction) return ____exports.isActionPressedOnAnyInput(nil, moveAction) end
152
152
  )
153
153
  end
@@ -155,28 +155,28 @@ function ____exports.isMoveActionTriggered(self, controllerIndex)
155
155
  return ____exports.isActionTriggered(
156
156
  nil,
157
157
  controllerIndex,
158
- table.unpack(____exports.MOVEMENT_ACTIONS)
158
+ table.unpack(____exports.MOVEMENT_BUTTON_ACTIONS)
159
159
  )
160
160
  end
161
161
  function ____exports.isMoveActionTriggeredOnAnyInput(self)
162
162
  return __TS__ArraySome(
163
- ____exports.MOVEMENT_ACTIONS,
163
+ ____exports.MOVEMENT_BUTTON_ACTIONS,
164
164
  function(____, moveAction) return ____exports.isActionTriggeredOnAnyInput(nil, moveAction) end
165
165
  )
166
166
  end
167
167
  function ____exports.isShootAction(self, buttonAction)
168
- return ____exports.SHOOTING_ACTIONS_SET:has(buttonAction)
168
+ return ____exports.SHOOTING_BUTTON_ACTIONS_SET:has(buttonAction)
169
169
  end
170
170
  function ____exports.isShootActionPressed(self, controllerIndex)
171
171
  return ____exports.isActionPressed(
172
172
  nil,
173
173
  controllerIndex,
174
- table.unpack(____exports.SHOOTING_ACTIONS)
174
+ table.unpack(____exports.SHOOTING_BUTTON_ACTIONS)
175
175
  )
176
176
  end
177
177
  function ____exports.isShootActionPressedOnAnyInput(self)
178
178
  return __TS__ArraySome(
179
- ____exports.SHOOTING_ACTIONS,
179
+ ____exports.SHOOTING_BUTTON_ACTIONS,
180
180
  function(____, shootAction) return ____exports.isActionPressedOnAnyInput(nil, shootAction) end
181
181
  )
182
182
  end
@@ -184,12 +184,12 @@ function ____exports.isShootActionTriggered(self, controllerIndex)
184
184
  return ____exports.isActionTriggered(
185
185
  nil,
186
186
  controllerIndex,
187
- table.unpack(____exports.SHOOTING_ACTIONS)
187
+ table.unpack(____exports.SHOOTING_BUTTON_ACTIONS)
188
188
  )
189
189
  end
190
190
  function ____exports.isShootActionTriggeredOnAnyInput(self)
191
191
  return __TS__ArraySome(
192
- ____exports.SHOOTING_ACTIONS,
192
+ ____exports.SHOOTING_BUTTON_ACTIONS,
193
193
  function(____, shootAction) return ____exports.isActionTriggeredOnAnyInput(nil, shootAction) end
194
194
  )
195
195
  end
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "59.7.0",
3
+ "version": "61.0.0",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -1,6 +1,6 @@
1
1
  import { ModCallback } from "isaac-typescript-definitions";
2
2
  import type { ModCallbackCustom } from "../../enums/ModCallbackCustom";
3
- import { isPastRoomFrame } from "../../functions/frames";
3
+ import { isAfterRoomFrame } from "../../functions/frames";
4
4
  import { getRoomVisitedCount } from "../../functions/roomData";
5
5
  import { shouldFirePickup } from "../../shouldFire";
6
6
  import { CustomCallback } from "../private/CustomCallback";
@@ -29,7 +29,7 @@ export class PostPickupInitFirst extends CustomCallback<ModCallbackCustom.POST_P
29
29
 
30
30
  // The room visited count is not reset when re-entering a Treasure Room or Boss room in the
31
31
  // Ascent.
32
- if (isPastRoomFrame(0) || roomVisitedCount === 0) {
32
+ if (isAfterRoomFrame(0) || roomVisitedCount === 0) {
33
33
  this.fire(pickup);
34
34
  }
35
35
  };
@@ -22,9 +22,9 @@ import { StageTravelState } from "../../../enums/private/StageTravelState";
22
22
  import { TrapdoorAnimation } from "../../../enums/private/TrapdoorAnimation";
23
23
  import { easeOutSine } from "../../../functions/easing";
24
24
  import {
25
+ isAfterRoomFrame,
25
26
  isBeforeRenderFrame,
26
- isPastRoomFrame,
27
- onOrPastRenderFrame,
27
+ onOrAfterRenderFrame,
28
28
  } from "../../../functions/frames";
29
29
  import { log } from "../../../functions/log";
30
30
  import { movePlayersToCenter } from "../../../functions/playerCenter";
@@ -449,7 +449,7 @@ export class CustomTrapdoors extends Feature {
449
449
  if (
450
450
  roomType !== RoomType.BOSS ||
451
451
  roomClearGameFrame === undefined ||
452
- onOrPastRenderFrame(roomClearGameFrame + TRAPDOOR_BOSS_REACTION_FRAMES)
452
+ onOrAfterRenderFrame(roomClearGameFrame + TRAPDOOR_BOSS_REACTION_FRAMES)
453
453
  ) {
454
454
  return false;
455
455
  }
@@ -634,7 +634,7 @@ export class CustomTrapdoors extends Feature {
634
634
  // into them.
635
635
  // - Trapdoors created by We Need to Go Deeper should spawn closed because the player will be
636
636
  // standing on top of them.
637
- if (isPastRoomFrame(0)) {
637
+ if (isAfterRoomFrame(0)) {
638
638
  return false;
639
639
  }
640
640
 
@@ -774,7 +774,7 @@ export class CustomTrapdoors extends Feature {
774
774
  TrapdoorAnimation.OPENED,
775
775
  );
776
776
 
777
- const firstSpawn = isPastRoomFrame(0);
777
+ const firstSpawn = isAfterRoomFrame(0);
778
778
  const open =
779
779
  spawnOpen ?? this.shouldTrapdoorSpawnOpen(gridEntity, firstSpawn);
780
780
 
@@ -2,8 +2,8 @@ import type { ButtonAction } from "isaac-typescript-definitions";
2
2
  import { InputHook, ModCallback } from "isaac-typescript-definitions";
3
3
  import { Exported } from "../../../decorators";
4
4
  import {
5
- MOVEMENT_ACTIONS_SET,
6
- SHOOTING_ACTIONS_SET,
5
+ MOVEMENT_BUTTON_ACTIONS_SET,
6
+ SHOOTING_BUTTON_ACTIONS_SET,
7
7
  } from "../../../functions/input";
8
8
  import { ReadonlySet } from "../../../types/ReadonlySet";
9
9
  import { Feature } from "../../private/Feature";
@@ -246,7 +246,7 @@ export class DisableInputs extends Feature {
246
246
  */
247
247
  @Exported
248
248
  public disableMovementInputs(key: string): void {
249
- this.enableAllInputsExceptFor(key, MOVEMENT_ACTIONS_SET);
249
+ this.enableAllInputsExceptFor(key, MOVEMENT_BUTTON_ACTIONS_SET);
250
250
  }
251
251
 
252
252
  /**
@@ -264,6 +264,6 @@ export class DisableInputs extends Feature {
264
264
  */
265
265
  @Exported
266
266
  public disableShootingInputs(key: string): void {
267
- this.enableAllInputsExceptFor(key, SHOOTING_ACTIONS_SET);
267
+ this.enableAllInputsExceptFor(key, SHOOTING_BUTTON_ACTIONS_SET);
268
268
  }
269
269
  }
@@ -5,7 +5,7 @@ import { ModCallbackCustom } from "../../../enums/ModCallbackCustom";
5
5
  import { SaveDataKey } from "../../../enums/SaveDataKey";
6
6
  import { SerializationType } from "../../../enums/SerializationType";
7
7
  import { deepCopy } from "../../../functions/deepCopy";
8
- import { isPastGameFrame } from "../../../functions/frames";
8
+ import { isAfterGameFrame } from "../../../functions/frames";
9
9
  import { log } from "../../../functions/log";
10
10
  import { onFirstFloor } from "../../../functions/stage";
11
11
  import { getTSTLClassName, isTSTLClass } from "../../../functions/tstlClass";
@@ -145,7 +145,7 @@ export class SaveDataManager extends Feature {
145
145
  // data that is not tied to an individual run.
146
146
  loadFromDisk(this.mod, this.saveDataMap, this.classConstructors);
147
147
 
148
- const isContinued = isPastGameFrame(0);
148
+ const isContinued = isAfterGameFrame(0);
149
149
  if (!isContinued) {
150
150
  restoreDefaultsForAllFeaturesAndKeys(
151
151
  this.saveDataMap,