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.
@@ -1 +1 @@
1
- {"version":3,"file":"shadows.d.ts","sourceRoot":"","sources":["../../../src/features/customStage/shadows.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AA0C3D,wBAAgB,UAAU,CAAC,WAAW,EAAE,WAAW,GAAG,IAAI,CAqCzD"}
1
+ {"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"}
@@ -35,8 +35,6 @@ local ROOM_SHAPE_TO_SHADOW_ANIMATION = {
35
35
  [RoomShape.LBR] = "2x2"
36
36
  }
37
37
  local FADED_BLACK = Color(0, 0, 0, 0.25)
38
- local shadowSprite = Sprite()
39
- shadowSprite:Load(ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH .. "/stage-shadow.anm2", true)
40
38
  function ____exports.setShadows(self, customStage)
41
39
  if customStage.shadows == nil then
42
40
  return
@@ -39,6 +39,10 @@ export declare function getPlayerFromIndex(playerIndex: PlayerIndex): EntityPlay
39
39
  * though they are technically different characters, they share the same inventory and InitSeed.) If
40
40
  * this is not desired, pass true for the `differentiateForgottenAndSoul` argument, and the RNG of
41
41
  * Spoon Bender (3) will be used for The Soul.
42
+ *
43
+ * Also note that this index doesn't work in the `POST_PLAYER_INIT` function for players 2 through
44
+ * 4. With that said, in almost all cases, you should be lazy-initializing your data structures in
45
+ * other callbacks, so this should not be an issue.
42
46
  */
43
47
  export declare function getPlayerIndex(player: EntityPlayer, differentiateForgottenAndSoul?: boolean): PlayerIndex;
44
48
  /**
@@ -1 +1 @@
1
- {"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;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;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"}
1
+ {"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"}
@@ -55,6 +55,10 @@ end
55
55
  -- though they are technically different characters, they share the same inventory and InitSeed.) If
56
56
  -- this is not desired, pass true for the `differentiateForgottenAndSoul` argument, and the RNG of
57
57
  -- Spoon Bender (3) will be used for The Soul.
58
+ --
59
+ -- Also note that this index doesn't work in the `POST_PLAYER_INIT` function for players 2 through
60
+ -- 4. With that said, in almost all cases, you should be lazy-initializing your data structures in
61
+ -- other callbacks, so this should not be an issue.
58
62
  function ____exports.getPlayerIndex(self, player, differentiateForgottenAndSoul)
59
63
  if differentiateForgottenAndSoul == nil then
60
64
  differentiateForgottenAndSoul = false
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "isaacscript-common",
3
- "version": "6.6.2",
3
+ "version": "6.6.3",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -22,6 +22,6 @@
22
22
  "main": "dist/index",
23
23
  "types": "dist/index.d.ts",
24
24
  "dependencies": {
25
- "isaac-typescript-definitions": "^3.0.26"
25
+ "isaac-typescript-definitions": "^3.0.27"
26
26
  }
27
27
  }
@@ -38,12 +38,6 @@ const ROOM_SHAPE_TO_SHADOW_ANIMATION: {
38
38
 
39
39
  const FADED_BLACK = Color(0, 0, 0, 0.25);
40
40
 
41
- const shadowSprite = Sprite();
42
- shadowSprite.Load(
43
- `${ISAACSCRIPT_CUSTOM_STAGE_GFX_PATH}/stage-shadow.anm2`,
44
- true,
45
- );
46
-
47
41
  export function setShadows(customStage: CustomStage): void {
48
42
  if (customStage.shadows === undefined) {
49
43
  return;
@@ -63,6 +63,10 @@ export function getPlayerFromIndex(
63
63
  * though they are technically different characters, they share the same inventory and InitSeed.) If
64
64
  * this is not desired, pass true for the `differentiateForgottenAndSoul` argument, and the RNG of
65
65
  * Spoon Bender (3) will be used for The Soul.
66
+ *
67
+ * Also note that this index doesn't work in the `POST_PLAYER_INIT` function for players 2 through
68
+ * 4. With that said, in almost all cases, you should be lazy-initializing your data structures in
69
+ * other callbacks, so this should not be an issue.
66
70
  */
67
71
  export function getPlayerIndex(
68
72
  player: EntityPlayer,