isaacscript-common 6.6.2 → 6.6.3
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/features/customStage/shadows.d.ts.map +1 -1
- package/dist/features/customStage/shadows.lua +0 -2
- package/dist/functions/playerIndex.d.ts +4 -0
- package/dist/functions/playerIndex.d.ts.map +1 -1
- package/dist/functions/playerIndex.lua +4 -0
- package/package.json +2 -2
- package/src/features/customStage/shadows.ts +0 -6
- package/src/functions/playerIndex.ts +4 -0
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shadows.d.ts","sourceRoot":"","sources":["../../../src/features/customStage/shadows.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;
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1
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+
{"version":3,"file":"shadows.d.ts","sourceRoot":"","sources":["../../../src/features/customStage/shadows.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAoC3D,wBAAgB,UAAU,CAAC,WAAW,EAAE,WAAW,GAAG,IAAI,CAqCzD"}
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@@ -35,8 +35,6 @@ local ROOM_SHAPE_TO_SHADOW_ANIMATION = {
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[RoomShape.LBR] = "2x2"
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}
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local FADED_BLACK = Color(0, 0, 0, 0.25)
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-
local shadowSprite = Sprite()
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-
shadowSprite:Load(ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH .. "/stage-shadow.anm2", true)
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function ____exports.setShadows(self, customStage)
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if customStage.shadows == nil then
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return
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@@ -39,6 +39,10 @@ export declare function getPlayerFromIndex(playerIndex: PlayerIndex): EntityPlay
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* though they are technically different characters, they share the same inventory and InitSeed.) If
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* this is not desired, pass true for the `differentiateForgottenAndSoul` argument, and the RNG of
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* Spoon Bender (3) will be used for The Soul.
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*
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* Also note that this index doesn't work in the `POST_PLAYER_INIT` function for players 2 through
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* 4. With that said, in almost all cases, you should be lazy-initializing your data structures in
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* other callbacks, so this should not be an issue.
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*/
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export declare function getPlayerIndex(player: EntityPlayer, differentiateForgottenAndSoul?: boolean): PlayerIndex;
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/**
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@@ -1 +1 @@
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-
{"version":3,"file":"playerIndex.d.ts","sourceRoot":"","sources":["../../src/functions/playerIndex.ts"],"names":[],"mappings":";;;AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AASnD;;;;;;GAMG;AACH,wBAAgB,aAAa,IAAI,YAAY,EAAE,CAU9C;AAED,wBAAgB,kBAAkB,CAChC,WAAW,EAAE,WAAW,GACvB,YAAY,GAAG,SAAS,CAG1B;AAED
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{"version":3,"file":"playerIndex.d.ts","sourceRoot":"","sources":["../../src/functions/playerIndex.ts"],"names":[],"mappings":";;;AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AASnD;;;;;;GAMG;AACH,wBAAgB,aAAa,IAAI,YAAY,EAAE,CAU9C;AAED,wBAAgB,kBAAkB,CAChC,WAAW,EAAE,WAAW,GACvB,YAAY,GAAG,SAAS,CAG1B;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wBAAgB,cAAc,CAC5B,MAAM,EAAE,YAAY,EACpB,6BAA6B,UAAQ,GACpC,WAAW,CA4Bb;AA2BD;;;;;;GAMG;AACH,wBAAgB,qBAAqB,CACnC,YAAY,EAAE,YAAY,GACzB,GAAG,GAAG,SAAS,CAajB;AAED;;;;;;;;;GASG;AACH,wBAAgB,UAAU,CAAC,0BAA0B,UAAQ,GAAG,YAAY,EAAE,CAS7E;AAED;;;;GAIG;AACH,wBAAgB,kBAAkB,CAChC,SAAS,EAAE,eAAe,GACzB,YAAY,GAAG,SAAS,CAa1B;AAED;;;GAGG;AACH,wBAAgB,aAAa,CAAC,MAAM,EAAE,YAAY,GAAG,OAAO,CAE3D"}
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@@ -55,6 +55,10 @@ end
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-- though they are technically different characters, they share the same inventory and InitSeed.) If
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-- this is not desired, pass true for the `differentiateForgottenAndSoul` argument, and the RNG of
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-- Spoon Bender (3) will be used for The Soul.
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--
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-- Also note that this index doesn't work in the `POST_PLAYER_INIT` function for players 2 through
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-- 4. With that said, in almost all cases, you should be lazy-initializing your data structures in
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-- other callbacks, so this should not be an issue.
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function ____exports.getPlayerIndex(self, player, differentiateForgottenAndSoul)
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if differentiateForgottenAndSoul == nil then
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differentiateForgottenAndSoul = false
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "isaacscript-common",
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"version": "6.6.
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"version": "6.6.3",
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"description": "Helper functions and features for IsaacScript mods.",
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"keywords": [
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"isaac",
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@@ -22,6 +22,6 @@
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"main": "dist/index",
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"types": "dist/index.d.ts",
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"dependencies": {
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"isaac-typescript-definitions": "^3.0.
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"isaac-typescript-definitions": "^3.0.27"
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}
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}
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@@ -38,12 +38,6 @@ const ROOM_SHAPE_TO_SHADOW_ANIMATION: {
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const FADED_BLACK = Color(0, 0, 0, 0.25);
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const shadowSprite = Sprite();
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shadowSprite.Load(
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`${ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH}/stage-shadow.anm2`,
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true,
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);
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-
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export function setShadows(customStage: CustomStage): void {
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if (customStage.shadows === undefined) {
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return;
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@@ -63,6 +63,10 @@ export function getPlayerFromIndex(
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* though they are technically different characters, they share the same inventory and InitSeed.) If
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* this is not desired, pass true for the `differentiateForgottenAndSoul` argument, and the RNG of
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* Spoon Bender (3) will be used for The Soul.
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*
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* Also note that this index doesn't work in the `POST_PLAYER_INIT` function for players 2 through
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* 4. With that said, in almost all cases, you should be lazy-initializing your data structures in
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* other callbacks, so this should not be an issue.
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*/
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export function getPlayerIndex(
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player: EntityPlayer,
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