isaacscript-common 60.0.0 → 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.
@@ -6128,7 +6128,7 @@ export declare function getMegaSatanDoor(): GridEntityDoor | undefined;
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  * pressing down. This returns an array because a player can be holding down more than one movement
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  * key at a time.
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  */
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- export declare function getMoveActions(controllerIndex: ControllerIndex): ButtonAction[];
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+ export declare function getMoveButtonActions(controllerIndex: ControllerIndex): ButtonAction[];
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  /**
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  * Helper function to get the corresponding music value for a stage and stage type combination.
@@ -7542,7 +7542,7 @@ export declare function getSetCombinations<T>(set: Set<T> | ReadonlySet<T>, incl
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  * pressing down. This returns an array because a player can be holding down more than one shooting
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  * key at a time.
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  */
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- export declare function getShootActions(controllerIndex: ControllerIndex): ButtonAction[];
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+ export declare function getShootButtonActions(controllerIndex: ControllerIndex): ButtonAction[];
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  /**
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  * Helper function to get the corresponding "Siren Helper" entity for a stolen familiar.
@@ -14183,9 +14183,9 @@ export declare class ModUpgraded implements Mod {
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  */
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  declare type ModUpgradedWithFeatures<T extends readonly ISCFeature[] = []> = ModUpgraded & ISCFeaturesToKeys<T>;
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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_BUTTON_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 MOVEMENT_BUTTON_ACTIONS_SET: ReadonlySet<ButtonAction>;
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  /**
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  * Helper function to move all of the players to where they would normally go when arriving at a new
@@ -17243,9 +17243,9 @@ export declare function setUnseeded(): void;
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  */
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  export declare const sfxManager: SFXManager;
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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_BUTTON_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 SHOOTING_BUTTON_ACTIONS_SET: ReadonlySet<ButtonAction>;
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  declare function shouldFireCollectibleType(fireArgs: [player: EntityPlayer, collectibleType: CollectibleType], optionalArgs: [collectibleType?: CollectibleType]): boolean;
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@@ -1,6 +1,6 @@
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  --[[
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- isaacscript-common 60.0.0
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+ isaacscript-common 61.0.0
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  This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -26549,10 +26549,10 @@ ____exports.MODIFIER_KEYS = {
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  Keyboard.RIGHT_ALT,
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  Keyboard.RIGHT_SUPER
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  }
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- ____exports.MOVEMENT_ACTIONS = {ButtonAction.LEFT, ButtonAction.RIGHT, ButtonAction.UP, ButtonAction.DOWN}
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- ____exports.MOVEMENT_ACTIONS_SET = __TS__New(ReadonlySet, ____exports.MOVEMENT_ACTIONS)
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- ____exports.SHOOTING_ACTIONS = {ButtonAction.SHOOT_LEFT, ButtonAction.SHOOT_RIGHT, ButtonAction.SHOOT_UP, ButtonAction.SHOOT_DOWN}
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- ____exports.SHOOTING_ACTIONS_SET = __TS__New(ReadonlySet, ____exports.SHOOTING_ACTIONS)
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+ ____exports.MOVEMENT_BUTTON_ACTIONS = {ButtonAction.LEFT, ButtonAction.RIGHT, ButtonAction.UP, ButtonAction.DOWN}
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+ ____exports.MOVEMENT_BUTTON_ACTIONS_SET = __TS__New(ReadonlySet, ____exports.MOVEMENT_BUTTON_ACTIONS)
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+ ____exports.SHOOTING_BUTTON_ACTIONS = {ButtonAction.SHOOT_LEFT, ButtonAction.SHOOT_RIGHT, ButtonAction.SHOOT_UP, ButtonAction.SHOOT_DOWN}
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+ ____exports.SHOOTING_BUTTON_ACTIONS_SET = __TS__New(ReadonlySet, ____exports.SHOOTING_BUTTON_ACTIONS)
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  function ____exports.controllerToString(self, controller)
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  local key = Controller[controller]
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  if key == nil then
@@ -26560,15 +26560,15 @@ function ____exports.controllerToString(self, controller)
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  end
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  return trimPrefix(nil, key, "BUTTON_")
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  end
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- function ____exports.getMoveActions(self, controllerIndex)
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+ function ____exports.getMoveButtonActions(self, controllerIndex)
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  return __TS__ArrayFilter(
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- ____exports.MOVEMENT_ACTIONS,
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+ ____exports.MOVEMENT_BUTTON_ACTIONS,
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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.getShootActions(self, controllerIndex)
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+ function ____exports.getShootButtonActions(self, controllerIndex)
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  return __TS__ArrayFilter(
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- ____exports.SHOOTING_ACTIONS,
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+ ____exports.SHOOTING_BUTTON_ACTIONS,
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  function(____, buttonAction) return Input.IsActionPressed(buttonAction, controllerIndex) end
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  )
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  end
@@ -26622,18 +26622,18 @@ function ____exports.isModifierKeyPressed(self)
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  )
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  end
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  function ____exports.isMoveAction(self, buttonAction)
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- return ____exports.MOVEMENT_ACTIONS_SET:has(buttonAction)
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+ return ____exports.MOVEMENT_BUTTON_ACTIONS_SET:has(buttonAction)
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  end
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  function ____exports.isMoveActionPressed(self, controllerIndex)
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  return ____exports.isActionPressed(
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  nil,
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  controllerIndex,
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- table.unpack(____exports.MOVEMENT_ACTIONS)
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+ table.unpack(____exports.MOVEMENT_BUTTON_ACTIONS)
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  )
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  end
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  function ____exports.isMoveActionPressedOnAnyInput(self)
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  return __TS__ArraySome(
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- ____exports.MOVEMENT_ACTIONS,
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+ ____exports.MOVEMENT_BUTTON_ACTIONS,
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  function(____, moveAction) return ____exports.isActionPressedOnAnyInput(nil, moveAction) end
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  )
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  end
@@ -26641,28 +26641,28 @@ function ____exports.isMoveActionTriggered(self, controllerIndex)
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  return ____exports.isActionTriggered(
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  nil,
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  controllerIndex,
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- table.unpack(____exports.MOVEMENT_ACTIONS)
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+ table.unpack(____exports.MOVEMENT_BUTTON_ACTIONS)
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  )
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  end
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  function ____exports.isMoveActionTriggeredOnAnyInput(self)
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  return __TS__ArraySome(
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- ____exports.MOVEMENT_ACTIONS,
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+ ____exports.MOVEMENT_BUTTON_ACTIONS,
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  function(____, moveAction) return ____exports.isActionTriggeredOnAnyInput(nil, moveAction) end
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  )
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  end
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  function ____exports.isShootAction(self, buttonAction)
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- return ____exports.SHOOTING_ACTIONS_SET:has(buttonAction)
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+ return ____exports.SHOOTING_BUTTON_ACTIONS_SET:has(buttonAction)
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  end
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  function ____exports.isShootActionPressed(self, controllerIndex)
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  return ____exports.isActionPressed(
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  nil,
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  controllerIndex,
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- table.unpack(____exports.SHOOTING_ACTIONS)
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+ table.unpack(____exports.SHOOTING_BUTTON_ACTIONS)
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  )
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  end
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  function ____exports.isShootActionPressedOnAnyInput(self)
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  return __TS__ArraySome(
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- ____exports.SHOOTING_ACTIONS,
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+ ____exports.SHOOTING_BUTTON_ACTIONS,
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  function(____, shootAction) return ____exports.isActionPressedOnAnyInput(nil, shootAction) end
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  )
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  end
@@ -26670,12 +26670,12 @@ function ____exports.isShootActionTriggered(self, controllerIndex)
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  return ____exports.isActionTriggered(
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  nil,
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  controllerIndex,
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- table.unpack(____exports.SHOOTING_ACTIONS)
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+ table.unpack(____exports.SHOOTING_BUTTON_ACTIONS)
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  )
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  end
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  function ____exports.isShootActionTriggeredOnAnyInput(self)
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  return __TS__ArraySome(
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- ____exports.SHOOTING_ACTIONS,
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+ ____exports.SHOOTING_BUTTON_ACTIONS,
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  function(____, shootAction) return ____exports.isActionTriggeredOnAnyInput(nil, shootAction) end
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  )
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  end
@@ -41875,8 +41875,8 @@ local ModCallback = ____isaac_2Dtypescript_2Ddefinitions.ModCallback
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  local ____decorators = require("src.decorators")
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  local Exported = ____decorators.Exported
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  local ____input = require("src.functions.input")
41878
- local MOVEMENT_ACTIONS_SET = ____input.MOVEMENT_ACTIONS_SET
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- local SHOOTING_ACTIONS_SET = ____input.SHOOTING_ACTIONS_SET
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+ local MOVEMENT_BUTTON_ACTIONS_SET = ____input.MOVEMENT_BUTTON_ACTIONS_SET
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+ local SHOOTING_BUTTON_ACTIONS_SET = ____input.SHOOTING_BUTTON_ACTIONS_SET
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  local ____ReadonlySet = require("src.types.ReadonlySet")
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  local ReadonlySet = ____ReadonlySet.ReadonlySet
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  local ____Feature = require("src.classes.private.Feature")
@@ -41958,11 +41958,11 @@ function DisableInputs.prototype.disableAllInputsExceptFor(self, key, whitelist)
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  end
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  __TS__DecorateLegacy({Exported}, DisableInputs.prototype, "disableAllInputsExceptFor", true)
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  function DisableInputs.prototype.disableMovementInputs(self, key)
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- self:enableAllInputsExceptFor(key, MOVEMENT_ACTIONS_SET)
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+ self:enableAllInputsExceptFor(key, MOVEMENT_BUTTON_ACTIONS_SET)
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  end
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  __TS__DecorateLegacy({Exported}, DisableInputs.prototype, "disableMovementInputs", true)
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  function DisableInputs.prototype.disableShootingInputs(self, key)
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- self:enableAllInputsExceptFor(key, SHOOTING_ACTIONS_SET)
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+ self:enableAllInputsExceptFor(key, SHOOTING_BUTTON_ACTIONS_SET)
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  end
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  __TS__DecorateLegacy({Exported}, DisableInputs.prototype, "disableShootingInputs", true)
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  return ____exports
@@ -12,8 +12,8 @@ local ModCallback = ____isaac_2Dtypescript_2Ddefinitions.ModCallback
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  local ____decorators = require("src.decorators")
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  local Exported = ____decorators.Exported
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  local ____input = require("src.functions.input")
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- local MOVEMENT_ACTIONS_SET = ____input.MOVEMENT_ACTIONS_SET
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- local SHOOTING_ACTIONS_SET = ____input.SHOOTING_ACTIONS_SET
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+ local MOVEMENT_BUTTON_ACTIONS_SET = ____input.MOVEMENT_BUTTON_ACTIONS_SET
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+ local SHOOTING_BUTTON_ACTIONS_SET = ____input.SHOOTING_BUTTON_ACTIONS_SET
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  local ____ReadonlySet = require("src.types.ReadonlySet")
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  local ReadonlySet = ____ReadonlySet.ReadonlySet
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  local ____Feature = require("src.classes.private.Feature")
@@ -95,11 +95,11 @@ function DisableInputs.prototype.disableAllInputsExceptFor(self, key, whitelist)
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  end
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  __TS__DecorateLegacy({Exported}, DisableInputs.prototype, "disableAllInputsExceptFor", true)
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  function DisableInputs.prototype.disableMovementInputs(self, key)
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- self:enableAllInputsExceptFor(key, MOVEMENT_ACTIONS_SET)
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+ self:enableAllInputsExceptFor(key, MOVEMENT_BUTTON_ACTIONS_SET)
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  end
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  __TS__DecorateLegacy({Exported}, DisableInputs.prototype, "disableMovementInputs", true)
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  function DisableInputs.prototype.disableShootingInputs(self, key)
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- self:enableAllInputsExceptFor(key, SHOOTING_ACTIONS_SET)
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+ self:enableAllInputsExceptFor(key, SHOOTING_BUTTON_ACTIONS_SET)
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  end
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  __TS__DecorateLegacy({Exported}, DisableInputs.prototype, "disableShootingInputs", true)
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  return ____exports
@@ -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];
4
+ 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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8
  * 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
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16
  * pressing down. This returns an array because a player can be holding down more than one movement
17
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  * key at a time.
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  */
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
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  */
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).
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  *
@@ -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": "60.0.0",
3
+ "version": "61.0.0",
4
4
  "description": "Helper functions and features for IsaacScript mods.",
5
5
  "keywords": [
6
6
  "isaac",
@@ -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
  }
@@ -20,26 +20,26 @@ export const MODIFIER_KEYS = [
20
20
  Keyboard.RIGHT_SUPER, // 347
21
21
  ] as const;
22
22
 
23
- export const MOVEMENT_ACTIONS = [
23
+ export const MOVEMENT_BUTTON_ACTIONS = [
24
24
  ButtonAction.LEFT, // 0
25
25
  ButtonAction.RIGHT, // 1
26
26
  ButtonAction.UP, // 2
27
27
  ButtonAction.DOWN, // 3
28
28
  ] as const;
29
29
 
30
- export const MOVEMENT_ACTIONS_SET = new ReadonlySet<ButtonAction>(
31
- MOVEMENT_ACTIONS,
30
+ export const MOVEMENT_BUTTON_ACTIONS_SET = new ReadonlySet<ButtonAction>(
31
+ MOVEMENT_BUTTON_ACTIONS,
32
32
  );
33
33
 
34
- export const SHOOTING_ACTIONS = [
34
+ export const SHOOTING_BUTTON_ACTIONS = [
35
35
  ButtonAction.SHOOT_LEFT, // 4
36
36
  ButtonAction.SHOOT_RIGHT, // 5
37
37
  ButtonAction.SHOOT_UP, // 6
38
38
  ButtonAction.SHOOT_DOWN, // 7
39
39
  ] as const;
40
40
 
41
- export const SHOOTING_ACTIONS_SET = new ReadonlySet<ButtonAction>(
42
- SHOOTING_ACTIONS,
41
+ export const SHOOTING_BUTTON_ACTIONS_SET = new ReadonlySet<ButtonAction>(
42
+ SHOOTING_BUTTON_ACTIONS,
43
43
  );
44
44
 
45
45
  /**
@@ -63,10 +63,10 @@ export function controllerToString(controller: Controller): string | undefined {
63
63
  * pressing down. This returns an array because a player can be holding down more than one movement
64
64
  * key at a time.
65
65
  */
66
- export function getMoveActions(
66
+ export function getMoveButtonActions(
67
67
  controllerIndex: ControllerIndex,
68
68
  ): ButtonAction[] {
69
- return MOVEMENT_ACTIONS.filter((buttonAction) =>
69
+ return MOVEMENT_BUTTON_ACTIONS.filter((buttonAction) =>
70
70
  Input.IsActionPressed(buttonAction, controllerIndex),
71
71
  );
72
72
  }
@@ -76,10 +76,10 @@ export function getMoveActions(
76
76
  * pressing down. This returns an array because a player can be holding down more than one shooting
77
77
  * key at a time.
78
78
  */
79
- export function getShootActions(
79
+ export function getShootButtonActions(
80
80
  controllerIndex: ControllerIndex,
81
81
  ): ButtonAction[] {
82
- return SHOOTING_ACTIONS.filter((buttonAction) =>
82
+ return SHOOTING_BUTTON_ACTIONS.filter((buttonAction) =>
83
83
  Input.IsActionPressed(buttonAction, controllerIndex),
84
84
  );
85
85
  }
@@ -168,15 +168,15 @@ export function isModifierKeyPressed(): boolean {
168
168
  }
169
169
 
170
170
  export function isMoveAction(buttonAction: ButtonAction): boolean {
171
- return MOVEMENT_ACTIONS_SET.has(buttonAction);
171
+ return MOVEMENT_BUTTON_ACTIONS_SET.has(buttonAction);
172
172
  }
173
173
 
174
174
  export function isMoveActionPressed(controllerIndex: ControllerIndex): boolean {
175
- return isActionPressed(controllerIndex, ...MOVEMENT_ACTIONS);
175
+ return isActionPressed(controllerIndex, ...MOVEMENT_BUTTON_ACTIONS);
176
176
  }
177
177
 
178
178
  export function isMoveActionPressedOnAnyInput(): boolean {
179
- return MOVEMENT_ACTIONS.some((moveAction) =>
179
+ return MOVEMENT_BUTTON_ACTIONS.some((moveAction) =>
180
180
  isActionPressedOnAnyInput(moveAction),
181
181
  );
182
182
  }
@@ -184,27 +184,27 @@ export function isMoveActionPressedOnAnyInput(): boolean {
184
184
  export function isMoveActionTriggered(
185
185
  controllerIndex: ControllerIndex,
186
186
  ): boolean {
187
- return isActionTriggered(controllerIndex, ...MOVEMENT_ACTIONS);
187
+ return isActionTriggered(controllerIndex, ...MOVEMENT_BUTTON_ACTIONS);
188
188
  }
189
189
 
190
190
  export function isMoveActionTriggeredOnAnyInput(): boolean {
191
- return MOVEMENT_ACTIONS.some((moveAction) =>
191
+ return MOVEMENT_BUTTON_ACTIONS.some((moveAction) =>
192
192
  isActionTriggeredOnAnyInput(moveAction),
193
193
  );
194
194
  }
195
195
 
196
196
  export function isShootAction(buttonAction: ButtonAction): boolean {
197
- return SHOOTING_ACTIONS_SET.has(buttonAction);
197
+ return SHOOTING_BUTTON_ACTIONS_SET.has(buttonAction);
198
198
  }
199
199
 
200
200
  export function isShootActionPressed(
201
201
  controllerIndex: ControllerIndex,
202
202
  ): boolean {
203
- return isActionPressed(controllerIndex, ...SHOOTING_ACTIONS);
203
+ return isActionPressed(controllerIndex, ...SHOOTING_BUTTON_ACTIONS);
204
204
  }
205
205
 
206
206
  export function isShootActionPressedOnAnyInput(): boolean {
207
- return SHOOTING_ACTIONS.some((shootAction) =>
207
+ return SHOOTING_BUTTON_ACTIONS.some((shootAction) =>
208
208
  isActionPressedOnAnyInput(shootAction),
209
209
  );
210
210
  }
@@ -212,11 +212,11 @@ export function isShootActionPressedOnAnyInput(): boolean {
212
212
  export function isShootActionTriggered(
213
213
  controllerIndex: ControllerIndex,
214
214
  ): boolean {
215
- return isActionTriggered(controllerIndex, ...SHOOTING_ACTIONS);
215
+ return isActionTriggered(controllerIndex, ...SHOOTING_BUTTON_ACTIONS);
216
216
  }
217
217
 
218
218
  export function isShootActionTriggeredOnAnyInput(): boolean {
219
- return SHOOTING_ACTIONS.some((shootAction) =>
219
+ return SHOOTING_BUTTON_ACTIONS.some((shootAction) =>
220
220
  isActionTriggeredOnAnyInput(shootAction),
221
221
  );
222
222
  }