Class "Room"
Functions
CheckLine () {: aria-label='Functions' }
returns true if there is a direct line of sight between Pos1 and Pos2 returns false if the line is obstructed
???- note "Notes" LinecheckModes: 0 : makes the line check collide with anything that impedes ground movement 1 : is a cheaper version of 0, but is not as reliable 2 : is used for explosions, it only collides with walls and indestructible blocks 3 : is a line check that only collides with obstacles that can block projectiles
DamageGrid () {: aria-label='Functions' }
boolean DamageGrid ( int Index, int Damage ) {: .copyable aria-label='Functions' }
Damage Grid Entities currently this concerns GridEntityPoop and GridEntity_Fire returns true if damageable entity was found (and possibly damaged) return false if not used by tears, bombs, some NPCs, etc
DestroyGrid () {: aria-label='Functions' }
boolean DestroyGrid ( int Index, boolean Immediate ) {: .copyable aria-label='Functions' }
calls DamageGrid internally to damage Poop/Fire removes rocks and opens secret doors returns true if something was destroyed returns false if not used for explosions mostly
EmitBloodFromWalls () {: aria-label='Functions' }
void EmitBloodFromWalls ( int Duration, int Count ) {: .copyable aria-label='Functions' }
FindFreePickupSpawnPosition () {: aria-label='Functions' }
Starting from Pos, will try to find a free spawn position where a newly spawned pickup item will not collide with already spawned pickup items, or solid grid elements such as rocks, or pits The returned position will be aligned to the grid. If no free position is found, the original position (aligned to the grid) is returned.
FindFreeTilePosition () {: aria-label='Functions' }
Finds the nearest free tile based on position Stops immediately if the tile sampled has a squared distance less than DistanceThresholdSQ
GetAliveBossesCount () {: aria-label='Functions' }
int GetAliveBossesCount ( ) {: .copyable aria-label='Functions' }
GetAliveEnemiesCount () {: aria-label='Functions' }
int GetAliveEnemiesCount ( ) {: .copyable aria-label='Functions' }
GetAwardSeed () {: aria-label='Functions' }
int GetAwardSeed ( ) {: .copyable aria-label='Functions' }
GetBackdropType () {: aria-label='Functions' }
Backdrop::Backdrop GetBackdropType ( ) {: .copyable aria-label='Functions' }
Returns the BackdropType (Background) of the current room.
???- note "Notes" BackdropTypes
GetBossID () {: aria-label='Functions' }
BossId GetBossID ( ) {: .copyable aria-label='Functions' }
This will return the subtype of the current room, since this value is used to determine the boss-portrait to display when entering.
GetBottomRightPos () {: aria-label='Functions' }
Vector GetBottomRightPos ( ) {: .copyable aria-label='Functions' }
returns bottom right position inside of walls
GetBrokenWatchState () {: aria-label='Functions' }
int GetBrokenWatchState ( ) {: .copyable aria-label='Functions' }
GetCenterPos () {: aria-label='Functions' }
Vector GetCenterPos ( ) {: .copyable aria-label='Functions' }
returns the room center position
GetClampedGridIndex () {: aria-label='Functions' }
int GetClampedGridIndex ( Vector Position ) {: .copyable aria-label='Functions' }
converts float position (x,y) to grid index (similar to ingrid) clamps the values if out of bounds
GetClampedPosition () {: aria-label='Functions' }
returns Pos clamped to room borders inside of walls
GetDecorationSeed () {: aria-label='Functions' }
int GetDecorationSeed ( ) {: .copyable aria-label='Functions' }
GetDeliriumDistance () {: aria-label='Functions' }
int GetDeliriumDistance ( ) {: .copyable aria-label='Functions' }
GetDevilRoomChance () {: aria-label='Functions' }
float GetDevilRoomChance ( ) {: .copyable aria-label='Functions' }
GetDoor () {: aria-label='Functions' }
GridEntityDoor GetDoor ( DoorSlot Slot ) {: .copyable aria-label='Functions' }
GetDoorSlotPosition () {: aria-label='Functions' }
GetDungeonRockIdx () {: aria-label='Functions' }
int GetDungeonRockIdx ( ) {: .copyable aria-label='Functions' }
GetEntities () {: aria-label='Functions' }
EntityList GetEntities ( ) {: .copyable aria-label='Functions' }
GetFrameCount () {: aria-label='Functions' }
int GetFrameCount ( ) {: .copyable aria-label='Functions' }
GetGridCollision () {: aria-label='Functions' }
GridCollisionClass GetGridCollision ( int GridIndex ) {: .copyable aria-label='Functions' }
Returns the GridCollisionClass of the grid entity at this grid index.
GetGridCollisionAtPos () {: aria-label='Functions' }
GridCollisionClass GetGridCollisionAtPos ( Vector Pos ) {: .copyable aria-label='Functions' }
Returns the GridCollisionClass of the grid entity at this position in the room.
GetGridEntity () {: aria-label='Functions' }
GridEntity GetGridEntity ( int Index ) {: .copyable aria-label='Functions' }
Returns the GridEntity at this grid index.
GetGridEntityFromPos () {: aria-label='Functions' }
GridEntity GetGridEntityFromPos ( Vector Position ) {: .copyable aria-label='Functions' }
Returns the GridEntity at this position in the room.
GetGridHeight () {: aria-label='Functions' }
int GetGridHeight ( ) {: .copyable aria-label='Functions' }
GetGridIndex () {: aria-label='Functions' }
int GetGridIndex ( Vector Position ) {: .copyable aria-label='Functions' }
converts float position (x,y) to grid index returns -1 for invalid index
GetGridPath () {: aria-label='Functions' }
int GetGridPath ( int Index ) {: .copyable aria-label='Functions' }
GetGridPathFromPos () {: aria-label='Functions' }
int GetGridPathFromPos ( int Index ) {: .copyable aria-label='Functions' }
GetGridPosition () {: aria-label='Functions' }
Vector GetGridPosition ( int GridIndex ) {: .copyable aria-label='Functions' }
converts grid index to float (x,y) position undefined behaviour for invalid index
GetGridSize () {: aria-label='Functions' }
int GetGridSize ( ) {: .copyable aria-label='Functions' }
GetGridWidth () {: aria-label='Functions' }
int GetGridWidth ( ) {: .copyable aria-label='Functions' }
GetLaserTarget () {: aria-label='Functions' }
returns the hit position for a laser beam (Technology, Robo-Baby) usually, the first poop, fire, rock, TNT, or wall encountered on a straight line
GetLightingAlpha () {: aria-label='Functions' }
float GetLightingAlpha ( ) {: .copyable aria-label='Functions' }
GetLRoomAreaDesc () {: aria-label='Functions' }
LRoomAreaDesc GetLRoomAreaDesc ( ) {: .copyable aria-label='Functions' }
GetLRoomTileDesc () {: aria-label='Functions' }
LRoomTileDesc GetLRoomTileDesc ( ) {: .copyable aria-label='Functions' }
GetNextShockwaveId () {: aria-label='Functions' }
int GetNextShockwaveId ( ) {: .copyable aria-label='Functions' }
GetRandomPosition () {: aria-label='Functions' }
Vector GetRandomPosition ( float Margin ) {: .copyable aria-label='Functions' }
returns random non tile aligned position
GetRandomTileIndex () {: aria-label='Functions' }
int GetRandomTileIndex ( int Seed ) {: .copyable aria-label='Functions' }
GetRedHeartDamage () {: aria-label='Functions' }
boolean GetRedHeartDamage ( ) {: .copyable aria-label='Functions' }
GetRenderScrollOffset () {: aria-label='Functions' }
Vector GetRenderScrollOffset ( ) {: .copyable aria-label='Functions' }
The camera scroll offset and screen shake offsets are both represented here.
GetRenderSurfaceTopLeft () {: aria-label='Functions' }
Vector GetRenderSurfaceTopLeft ( ) {: .copyable aria-label='Functions' }
The position the floor and wall textures will be rendered at.
GetRoomConfigStage () {: aria-label='Functions' }
RoomConfig::Stage GetRoomConfigStage ( ) {: .copyable aria-label='Functions' }
returns the original stage the room was designed for (useful for The Void)
GetRoomShape () {: aria-label='Functions' }
RoomShape GetRoomShape ( ) {: .copyable aria-label='Functions' }
GetSecondBossID () {: aria-label='Functions' }
BossId GetSecondBossID ( ) {: .copyable aria-label='Functions' }
GetSeededCollectible () {: aria-label='Functions' }
CollectibleType GetSeededCollectible ( int Seed ) {: .copyable aria-label='Functions' }
GetShopLevel () {: aria-label='Functions' }
int GetShopLevel ( ) {: .copyable aria-label='Functions' }
GetSpawnSeed () {: aria-label='Functions' }
int GetSpawnSeed ( ) {: .copyable aria-label='Functions' }
GetTintedRockIdx () {: aria-label='Functions' }
int GetTintedRockIdx ( ) {: .copyable aria-label='Functions' }
GetTopLeftPos () {: aria-label='Functions' }
Vector GetTopLeftPos ( ) {: .copyable aria-label='Functions' }
returns top left position inside of walls
GetType () {: aria-label='Functions' }
RoomType GetType ( ) {: .copyable aria-label='Functions' }
HasSlowDown () {: aria-label='Functions' }
boolean HasSlowDown ( ) {: .copyable aria-label='Functions' }
HasTriggerPressurePlates () {: aria-label='Functions' }
boolean HasTriggerPressurePlates ( ) {: .copyable aria-label='Functions' }
HasWater () {: aria-label='Functions' }
boolean HasWater ( ) {: .copyable aria-label='Functions' }
HasWaterPits () {: aria-label='Functions' }
boolean HasWaterPits ( ) {: .copyable aria-label='Functions' }
IsAmbushActive () {: aria-label='Functions' }
boolean IsAmbushActive ( ) {: .copyable aria-label='Functions' }
IsAmbushDone () {: aria-label='Functions' }
boolean IsAmbushDone ( ) {: .copyable aria-label='Functions' }
IsClear () {: aria-label='Functions' }
boolean IsClear ( ) {: .copyable aria-label='Functions' }
IsCurrentRoomLastBoss () {: aria-label='Functions' }
boolean IsCurrentRoomLastBoss ( ) {: .copyable aria-label='Functions' }
IsDoorSlotAllowed () {: aria-label='Functions' }
boolean IsDoorSlotAllowed ( DoorSlot Slot ) {: .copyable aria-label='Functions' }
Returns whether this room design may have a door at a given position, disregarding whether those doors exist.
IsFirstEnemyDead () {: aria-label='Functions' }
boolean IsFirstEnemyDead ( ) {: .copyable aria-label='Functions' }
IsFirstVisit () {: aria-label='Functions' }
boolean IsFirstVisit ( ) {: .copyable aria-label='Functions' }
IsInitialized () {: aria-label='Functions' }
boolean IsInitialized ( ) {: .copyable aria-label='Functions' }
IsLShapedRoom () {: aria-label='Functions' }
boolean IsLShapedRoom ( ) {: .copyable aria-label='Functions' }
IsPositionInRoom () {: aria-label='Functions' }
boolean IsPositionInRoom ( Vector Pos, float Margin ) {: .copyable aria-label='Functions' }
IsSacrificeDone () {: aria-label='Functions' }
boolean IsSacrificeDone ( ) {: .copyable aria-label='Functions' }
KeepDoorsClosed () {: aria-label='Functions' }
void KeepDoorsClosed ( ) {: .copyable aria-label='Functions' }
MamaMegaExplossion () {: aria-label='Functions' }
void MamaMegaExplossion ( ) {: .copyable aria-label='Functions' }
PlayMusic () {: aria-label='Functions' }
void PlayMusic ( ) {: .copyable aria-label='Functions' }
RemoveDoor () {: aria-label='Functions' }
void RemoveDoor ( DoorSlot Slot ) {: .copyable aria-label='Functions' }
RemoveGridEntity () {: aria-label='Functions' }
void RemoveGridEntity ( int GridIndex, int PathTrail, boolean KeepDecoration ) {: .copyable aria-label='Functions' }
Render () {: aria-label='Functions' }
void Render ( ) {: .copyable aria-label='Functions' }
RespawnEnemies () {: aria-label='Functions' }
void RespawnEnemies ( ) {: .copyable aria-label='Functions' }
for D7 collectible
ScreenWrapPosition () {: aria-label='Functions' }
Returns Pos, screen-wrapped (if it is just outside the room on the right it will be moved to the left side of the room, etc)
???- note "Notes" This only wraps the point once, so if it has crossed multiple wrapping planes it will only wrap on the one it's closest to. For wrapping a position that has crossed two planes (outside a room in the top left for instance) call this function iteratively.
SetAmbushDone () {: aria-label='Functions' }
void SetAmbushDone ( boolean Value ) {: .copyable aria-label='Functions' }
SetBrokenWatchState () {: aria-label='Functions' }
void SetBrokenWatchState ( int State ) {: .copyable aria-label='Functions' }
SetCardAgainstHumanity () {: aria-label='Functions' }
void SetCardAgainstHumanity ( ) {: .copyable aria-label='Functions' }
SetClear () {: aria-label='Functions' }
void SetClear ( boolean Clear ) {: .copyable aria-label='Functions' }
Needed for angel room, so the clear flag can be set to false when the angel spawns void SetClear(bool Clear) {m_Desc->Clear = Clear;}
SetFirstEnemyDead () {: aria-label='Functions' }
void SetFirstEnemyDead ( boolean Value ) {: .copyable aria-label='Functions' }
SetFloorColor () {: aria-label='Functions' }
void SetFloorColor ( Color FloorColor ) {: .copyable aria-label='Functions' }
Allows you to apply a color modifier to the floor texture of the current room.
???- example "Example Code" This code changes the floorcolor to red.
SetGridPath () {: aria-label='Functions' }
boolean SetGridPath ( int Index, int Value ) {: .copyable aria-label='Functions' }
SetRedHeartDamage () {: aria-label='Functions' }
void SetRedHeartDamage ( ) {: .copyable aria-label='Functions' }
SetSacrificeDone () {: aria-label='Functions' }
void SetSacrificeDone ( boolean Done ) {: .copyable aria-label='Functions' }
SetShockwaveParam () {: aria-label='Functions' }
void SetShockwaveParam ( int ShockwaveId, ShockwaveParams Params ) {: .copyable aria-label='Functions' }
SetSlowDown () {: aria-label='Functions' }
void SetSlowDown ( int Duration ) {: .copyable aria-label='Functions' }
SetWallColor () {: aria-label='Functions' }
void SetWallColor ( Color WallColor ) {: .copyable aria-label='Functions' }
Allows you to apply a color modifier to the wall texture of the current room.
???- example "Example Code" This code changes the wallcolor to red.
ShopReshuffle () {: aria-label='Functions' }
void ShopReshuffle ( boolean KeepCollectibleIdx, boolean ReselectSaleItem ) {: .copyable aria-label='Functions' }
ShopRestockFull () {: aria-label='Functions' }
void ShopRestockFull ( ) {: .copyable aria-label='Functions' }
ShopRestockPartial () {: aria-label='Functions' }
void ShopRestockPartial ( ) {: .copyable aria-label='Functions' }
SpawnClearAward () {: aria-label='Functions' }
void SpawnClearAward ( ) {: .copyable aria-label='Functions' }
SpawnGridEntity () {: aria-label='Functions' }
boolean SpawnGridEntity ( int GridIndex, GridEntityType Type, int Variant, int Seed, int VarData ) {: .copyable aria-label='Functions' }
TryMakeBridge () {: aria-label='Functions' }
boolean TryMakeBridge ( GridEntity pit ) {: .copyable aria-label='Functions' }
TryPlaceLadder () {: aria-label='Functions' }
TrySpawnBlueWombDoor () {: aria-label='Functions' }
boolean TrySpawnBlueWombDoor ( boolean FirstTime, boolean IgnoreTime ) {: .copyable aria-label='Functions' }
TrySpawnBossRushDoor () {: aria-label='Functions' }
boolean TrySpawnBossRushDoor ( boolean IgnoreTime ) {: .copyable aria-label='Functions' }
TrySpawnDevilRoomDoor () {: aria-label='Functions' }
boolean TrySpawnDevilRoomDoor ( boolean Animate ) {: .copyable aria-label='Functions' }
TrySpawnMegaSatanRoomDoor () {: aria-label='Functions' }
boolean TrySpawnMegaSatanRoomDoor ( ) {: .copyable aria-label='Functions' }
TrySpawnTheVoidDoor () {: aria-label='Functions' }
boolean TrySpawnTheVoidDoor ( ) {: .copyable aria-label='Functions' }
TurnGold () {: aria-label='Functions' }
void TurnGold ( ) {: .copyable aria-label='Functions' }
Update () {: aria-label='Functions' }
void Update ( ) {: .copyable aria-label='Functions' }
Updates the current room.
???- note "Notes" Calling this function is NOT needed to apply changes! This function is pretty useless
WorldToScreenPosition () {: aria-label='Functions' }
Converts an entity position to one that can be used to render to the screen.
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