Afterbirth+ Documentation
  • README
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    • docs
      • Class "RoomConfig::Entry"
      • Class "ItemConfig::Card"
      • Class "PlayerTypes::PosVel"
      • enums
        • Enum "DoorVariant"
        • CollectibleType
        • Enum "ActionTriggers"
        • Enum "Card"
        • Enum "NpcState"
        • Enum "EffectVariant"
        • Enum "EntityGridCollisionClass"
        • Enum "EntityFlag"
        • Enum "LocustSubtypes"
        • Enum "LevelCurse"
        • Enum "GridRooms"
        • Enum "TrinketType"
        • Enum "SortingLayer"
        • Enum "ItemType"
        • Enum "GridCollisionClass"
        • Enum "ModCallbacks"
        • Enum "DoorSlot"
        • Enum "CacheFlag"
        • Enum "PillEffect"
        • Enum "EntityCollisionClass"
        • Enum "ItemPoolType"
        • Enum "PickupPrice"
        • Enum "InputHook"
        • Enum "ButtonAction"
        • Enum "PlayerSpriteLayer"
        • Enum "Keyboard"
        • Enum "GameStateFlag"
        • Enum "PillColor"
        • Enum "CoinSubType"
        • Enum "PlayerForm"
        • Enum "PickupVariant"
        • Enum "GridEntityType"
        • Enum "EntityPartition"
        • Enum "SeedEffect"
        • Enum "RoomShape"
        • Enum "Mouse"
        • Enum "TearFlags"
        • Enum "Music"
        • Enum "BabySubType"
        • Enum "BombVariant"
        • Enum "DoorState"
        • Enum "Challenge"
        • Enum "TearVariant"
        • Enum "EntityType"
        • Enum "SoundEffect"
        • Enum "FamiliarVariant"
        • Enum "PlayerType"
        • Enum "Difficulty"
        • Enum "DamageFlag"
        • Enum "Direction"
        • Enum "KeySubType"
        • Enum "LaserOffset"
        • Enum "ProjectileFlags"
        • Enum "LevelStage"
        • Enum "PlayerItemState"
        • Enum "LevelStateFlag"
        • Enum "ChestSubType"
        • Enum "ProjectileVariant"
        • Enum "WeaponType"
        • Enum "RoomType"
        • Enum "NullItemID"
        • Enum "StageType"
        • Enum "HeartSubType"
        • Enum "BombSubType"
      • Class "Isaac"
      • Class "ProjectileParams"
      • Class "Font"
      • Class "ItemPool"
      • Class "GridEntityRock"
      • tutorials
        • Class "[Tutorial]Rendertext"
        • Tutorial: Example Project
        • Class "XMLFiledocumentation"
        • Class "Writingscreenshaders"
        • Class "DebugConsole"
        • [Tutorial] Adding Costumes to items without LUA
        • Class "Usingadditional.luaFiles"
        • [Tutorial] Debugging with ZeroBrane Studio
      • Class "CppContainer::Vector::ItemConfigList"
      • Class "EntityProjectile"
      • Class "CppContainer::ArrayProxy"
      • Class "CppContainer::Vector::CardConfigList"
      • Class "PathFinder"
      • Class "ItemConfig::PillEffect"
      • Class "CppContainer::Vector::EffectList"
      • Class "RoomDescriptor"
      • Class "GridEntity"
      • Class "GridEntityPoop"
      • PLACEHOLDER
      • Class "TearParams"
      • Class "GridEntityPit"
      • Class "EntityFamiliar"
      • Class "MusicManager"
      • Class "SFXManager"
      • Lua API Documentation for The Binding of Isaac - Afterbirth+
      • Class "GridEntityTNT"
      • Class "EntityRef"
      • Class "Sprite"
      • Class "EntityBomb"
      • Class "EntityTear"
      • Class "QueueItemData"
      • Class "EntityPlayer"
      • Class "Vector"
      • Class "Entity"
      • Class "ItemConfig::Config"
      • Class "CppContainer::ArrayProxy::RoomList"
      • Class "RNG"
      • Class "EntityPtr"
      • Class "Input"
      • Class "EntityPickup"
      • Class "EntityLaser"
      • Class "GridEntityPressurePlate"
      • Class "CppContainer::Vector::VectorList"
      • Class "Room"
      • Class "CppContainer::Vector::CostumeConfigList"
      • Class "GridEntityDesc"
      • Class "Level"
      • Class "RoomConfig::Spawn"
      • Class "Color"
      • Class "KColor"
      • Class "TemporaryEffect"
      • Class "EntityKnife"
      • Class "Seeds"
      • Class "CppContainer::EntityList"
      • Class "GridEntityDoor"
      • Class "ShockwaveParams"
      • Class "ItemConfig::Costume"
      • Class "GridEntitySpikes"
      • Class "EntityEffect"
      • Class "CppContainer::Vector::PillConfigList"
      • Class "EntityNPC"
      • Class "RoomDescriptorData"
      • Class "ItemConfig::Item"
      • Class "RoomConfig::Room"
      • Class "Game"
      • Class "TemporaryEffects"
      • Class "PlayerTypes::ActiveItemDesc"
      • Class "Global Functions"
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  • Constructors
  • Game () {: aria-label='Constructors' }
  • MusicManager () {: aria-label='Constructors' }
  • Random () {: aria-label='Constructors' }
  • RandomVector () {: aria-label='Constructors' }
  • SFXManager () {: aria-label='Constructors' }
  • GetPtrHash () {: aria-label='Constructors' }

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Class "Global Functions"

PreviousClass "PlayerTypes::ActiveItemDesc"

Last updated 4 years ago

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Constructors

() {: aria-label='Constructors' }

{: .abp .tooltip .badge }

( ) {: .copyable aria-label='Constructors' }

Returns a object.

???- example "Example Code" Example usage:

    Game():IsPaused()
    --returns true if the game is paused

() {: aria-label='Constructors' }

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( ) {: .copyable aria-label='Constructors' }

Returns a object.

???- example "Example Code" Example usage:

    MusicManager():Disable()

Random () {: aria-label='Constructors' }

int Random ( ) {: .copyable aria-label='Constructors' }

Returns a random integer. (0 to 2^32)

RandomVector () {: aria-label='Constructors' }

Returns a random vector with length 1. Multiply this vector by a number for larger random vectors.

???- example "Example Code" Example usage:

    SFXManager():Stop(SoundEffect.SOUND_1UP)

GetPtrHash () {: aria-label='Constructors' }

int GetPtrHash ( Objectobject ) {: .copyable aria-label='Constructors' }

Returns a hash-value of the pointer given as an input value. Valid inputs are any Isaac object, including :::lua Entity, :::lua Room, :::lua RNG, :::lua Sprite, :::lua Game etc.

It can be used to easily compare two entities, making equality checks very easy.

Example:

If you spawn a certain entity, save it in a variable and then compare it to the :::lua entity parameter in :::lua MC_ENTITY_TAKE_DMG, this comparison will never be true even if both variables refer to the exact same entity in the game. :::lua GetPtrHash() turns pointer into a fixed number, which makes comparisons easier.

???- example "Example Code" Example on check if two entities saved in different variables are the same.

    -- don't do it like this
    if entity1 == entity2 then
    -- this will always be false, because two different references on a pointer are not equal
    end
    -- use GetPtrHash() to compare them
    if GetPtrHash(entity1) == GetPtrHash(entity2) then
    -- this will be true, when the pointer of both variables point to the same object.
    end

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{: .abp .tooltip .badge }

RandomVector ( ) {: .copyable aria-label='Constructors' }

() {: aria-label='Constructors' }

{: .abp .tooltip .badge }

( ) {: .copyable aria-label='Constructors' }

Returns a object.

{: .abp .tooltip .badge }

Game
Game
Game
Game
MusicManager
MusicManager
MusicManager
MusicManager
Vector
SFXManager
SFXManager
SFXManager
SFXManager