Binding of Isaac - Afterbirth+ Lua Reference/Guide
Room Class Reference

Public Member Functions

Backdrop::Backdrop GetBackdropType ()
 
 Update ()
 
 Render ()
 
boolean IsInitialized ()
 
GridEntity::CollisionClass GetGridCollision (integer GridIndex)
 
GridEntity::CollisionClass GetGridCollisionAtPos (Vector Pos)
 
GridEntityDoorGetDoor (DoorSlot Slot)
 
Vector GetDoorSlotPosition (DoorSlot Slot)
 
boolean IsDoorSlotAllowed (DoorSlot Slot)
 
 RemoveDoor (DoorSlot Slot)
 
 KeepDoorsClosed ()
 
RoomType GetType ()
 
integer GetDecorationSeed ()
 
integer GetSpawnSeed ()
 
integer GetAwardSeed ()
 
RoomShape GetRoomShape ()
 
RoomConfig::Stage GetRoomConfigStage ()
 
integer GetGridPath (integer Index)
 
integer GetGridPathFromPos (integer Index)
 
boolean SetGridPath (integer Index, integer Value)
 
boolean DamageGrid (integer Index, integer Damage)
 
boolean DestroyGrid (integer Index, boolean Immediate)
 
boolean CheckLine (Vector Pos1, Vector Pos2, LinecheckMode Mode, integer GridPathThreshold, boolean IgnoreWalls, boolean IgnoreCrushable)
 
Vector GetLaserTarget (Vector Pos, Vector Dir)
 
GridEntityGetGridEntity (integer Index)
 
GridEntityGetGridEntityFromPos (integer Index)
 
integer GetGridWidth ()
 
integer GetGridHeight ()
 
integer GetGridSize ()
 
boolean IsClear ()
 
 SetClear (boolean Clear)
 
Vector FindFreePickupSpawnPosition (Vector Pos, float InitialStep, boolean AvoidActiveEntities)
 
Vector FindFreeTilePosition (Vector Pos, float DistanceThreshold)
 
integer GetGridIndex (Vector Position)
 
integer GetClampedGridIndex (Vector Position)
 
Vector GetGridPosition (integer GridIndex)
 
Vector GetClampedPosition (Vector Pos, float Margin)
 
boolean IsPositionInRoom (Vector Pos, float Margin)
 
Vector ScreenWrapPosition (Vector Pos, float Margin)
 
boolean IsLShapedRoom ()
 
LRoomAreaDesc GetLRoomAreaDesc ()
 
LRoomTilDesc GetLRoomTileDesc ()
 
Vector GetTopLeftPos ()
 
Vector GetBottomRightPos ()
 
Vector GetCenterPos ()
 
boolean SpawnGridEntity (integer GridIndex, GridEntityType Type, integer Variant, integer Seed, integer VarData)
 
 RemoveGridEntity (integer GridIndex, integer PathTrail, boolean KeepDecoration)
 
integer GetFrameCount ()
 
EntityList & GetEntities ()
 
integer GetAliveEnemiesCount ()
 
integer GetAliveBossesCount ()
 
BossId GetBossID ()
 
BossId GetSecondBossID ()
 
 TryPlaceLadder (Vector PlayerPos, Vector PlayerVelocity, Entity Ladder)
 
 SetSacrificeDone (boolean Done)
 
boolean IsSacrificeDone ()
 
boolean IsAmbushDone ()
 
 SetAmbushDone (boolean Value)
 
boolean IsAmbushActive ()
 
 ShopRestockPartial ()
 
 ShopRestockFull ()
 
 ShopReshuffle (boolean KeepCollectibleIdx, boolean ReselectSaleItem)
 
boolean TrySpawnDevilRoomDoor (boolean Animate)
 
float GetDevilRoomChance ()
 
boolean TrySpawnBossRushDoor (boolean IgnoreTime)
 
boolean TrySpawnMegaSatanRoomDoor ()
 
boolean TrySpawnBlueWombDoor (boolean FirstTime, boolean IgnoreTime)
 
boolean TrySpawnTheVoidDoor ()
 
 PlayMusic ()
 
 SetRedHeartDamage ()
 
boolean GetRedHeartDamage ()
 
integer GetBrokenWatchState ()
 
 SetBrokenWatchState (integer State)
 
boolean IsFirstVisit ()
 
boolean HasWaterPits ()
 
CollectibleType GetSeededCollectible (integer Seed)
 
integer GetShopLevel ()
 
 SetShockwaveParam (integer ShockwaveId, ShockwavParams Params)
 
integer GetNextShockwaveId ()
 
 SetCardAgainstHumanity ()
 
 EmitBloodFromWalls (integer Duration, integer Count)
 
 SpawnClearAward ()
 
float GetLightingAlpha ()
 
boolean TryMakeBridge (GridEntity pit)
 
integer GetDungeonRockIdx ()
 
integer GetTintedRockIdx ()
 
boolean HasSlowDown ()
 
 SetSlowDown (integer Duration)
 
Vector GetRandomPosition (float Margin)
 
integer GetRandomTileIndex (integer Seed)
 
 RespawnEnemies ()
 
boolean HasWater ()
 
boolean HasTriggerPressurePlates ()
 
boolean IsCurrentRoomLastBoss ()
 
boolean IsFirstEnemyDead ()
 
 SetFirstEnemyDead (boolean Value)
 
 MamaMegaExplossion ()
 
integer GetDeliriumDistance ()
 
 TurnGold ()
 
 SetFloorColor (Color FloorColor)
 
 SetWallColor (Color WallColor)
 

Member Function Documentation

◆ CheckLine()

boolean Room::CheckLine ( Vector  Pos1,
Vector  Pos2,
LinecheckMode  Mode,
integer  GridPathThreshold,
boolean  IgnoreWalls,
boolean  IgnoreCrushable 
)

◆ DamageGrid()

boolean Room::DamageGrid ( integer  Index,
integer  Damage 
)

◆ DestroyGrid()

boolean Room::DestroyGrid ( integer  Index,
boolean  Immediate 
)

◆ EmitBloodFromWalls()

Room::EmitBloodFromWalls ( integer  Duration,
integer  Count 
)

◆ FindFreePickupSpawnPosition()

Vector Room::FindFreePickupSpawnPosition ( Vector  Pos,
float  InitialStep,
boolean  AvoidActiveEntities 
)

◆ FindFreeTilePosition()

Vector Room::FindFreeTilePosition ( Vector  Pos,
float  DistanceThreshold 
)

◆ GetAliveBossesCount()

integer Room::GetAliveBossesCount ( )

◆ GetAliveEnemiesCount()

integer Room::GetAliveEnemiesCount ( )

◆ GetAwardSeed()

integer Room::GetAwardSeed ( )

◆ GetBackdropType()

Backdrop::Backdrop Room::GetBackdropType ( )

◆ GetBossID()

BossId Room::GetBossID ( )

◆ GetBottomRightPos()

Vector Room::GetBottomRightPos ( )

◆ GetBrokenWatchState()

integer Room::GetBrokenWatchState ( )

◆ GetCenterPos()

Vector Room::GetCenterPos ( )

◆ GetClampedGridIndex()

integer Room::GetClampedGridIndex ( Vector  Position)

◆ GetClampedPosition()

Vector Room::GetClampedPosition ( Vector  Pos,
float  Margin 
)

◆ GetDecorationSeed()

integer Room::GetDecorationSeed ( )

◆ GetDeliriumDistance()

integer Room::GetDeliriumDistance ( )

◆ GetDevilRoomChance()

float Room::GetDevilRoomChance ( )

◆ GetDoor()

GridEntityDoor& Room::GetDoor ( DoorSlot  Slot)

◆ GetDoorSlotPosition()

Vector Room::GetDoorSlotPosition ( DoorSlot  Slot)

◆ GetDungeonRockIdx()

integer Room::GetDungeonRockIdx ( )

◆ GetEntities()

EntityList& Room::GetEntities ( )

◆ GetFrameCount()

integer Room::GetFrameCount ( )

◆ GetGridCollision()

GridEntity::CollisionClass Room::GetGridCollision ( integer  GridIndex)

◆ GetGridCollisionAtPos()

GridEntity::CollisionClass Room::GetGridCollisionAtPos ( Vector  Pos)

◆ GetGridEntity()

GridEntity& Room::GetGridEntity ( integer  Index)

◆ GetGridEntityFromPos()

GridEntity& Room::GetGridEntityFromPos ( integer  Index)

◆ GetGridHeight()

integer Room::GetGridHeight ( )

◆ GetGridIndex()

integer Room::GetGridIndex ( Vector  Position)

◆ GetGridPath()

integer Room::GetGridPath ( integer  Index)

◆ GetGridPathFromPos()

integer Room::GetGridPathFromPos ( integer  Index)

◆ GetGridPosition()

Vector Room::GetGridPosition ( integer  GridIndex)

◆ GetGridSize()

integer Room::GetGridSize ( )

◆ GetGridWidth()

integer Room::GetGridWidth ( )

◆ GetLaserTarget()

Vector Room::GetLaserTarget ( Vector  Pos,
Vector  Dir 
)

◆ GetLightingAlpha()

float Room::GetLightingAlpha ( )

◆ GetLRoomAreaDesc()

LRoomAreaDesc Room::GetLRoomAreaDesc ( )

◆ GetLRoomTileDesc()

LRoomTilDesc Room::GetLRoomTileDesc ( )

◆ GetNextShockwaveId()

integer Room::GetNextShockwaveId ( )

◆ GetRandomPosition()

Vector Room::GetRandomPosition ( float  Margin)

◆ GetRandomTileIndex()

integer Room::GetRandomTileIndex ( integer  Seed)

◆ GetRedHeartDamage()

boolean Room::GetRedHeartDamage ( )

◆ GetRoomConfigStage()

RoomConfig::Stage Room::GetRoomConfigStage ( )

◆ GetRoomShape()

RoomShape Room::GetRoomShape ( )

◆ GetSecondBossID()

BossId Room::GetSecondBossID ( )

◆ GetSeededCollectible()

CollectibleType Room::GetSeededCollectible ( integer  Seed)

◆ GetShopLevel()

integer Room::GetShopLevel ( )

◆ GetSpawnSeed()

integer Room::GetSpawnSeed ( )

◆ GetTintedRockIdx()

integer Room::GetTintedRockIdx ( )

◆ GetTopLeftPos()

Vector Room::GetTopLeftPos ( )

◆ GetType()

RoomType Room::GetType ( )

◆ HasSlowDown()

boolean Room::HasSlowDown ( )

◆ HasTriggerPressurePlates()

boolean Room::HasTriggerPressurePlates ( )

◆ HasWater()

boolean Room::HasWater ( )

◆ HasWaterPits()

boolean Room::HasWaterPits ( )

◆ IsAmbushActive()

boolean Room::IsAmbushActive ( )

◆ IsAmbushDone()

boolean Room::IsAmbushDone ( )

◆ IsClear()

boolean Room::IsClear ( )

◆ IsCurrentRoomLastBoss()

boolean Room::IsCurrentRoomLastBoss ( )

◆ IsDoorSlotAllowed()

boolean Room::IsDoorSlotAllowed ( DoorSlot  Slot)

◆ IsFirstEnemyDead()

boolean Room::IsFirstEnemyDead ( )

◆ IsFirstVisit()

boolean Room::IsFirstVisit ( )

◆ IsInitialized()

boolean Room::IsInitialized ( )

◆ IsLShapedRoom()

boolean Room::IsLShapedRoom ( )

◆ IsPositionInRoom()

boolean Room::IsPositionInRoom ( Vector  Pos,
float  Margin 
)

◆ IsSacrificeDone()

boolean Room::IsSacrificeDone ( )

◆ KeepDoorsClosed()

Room::KeepDoorsClosed ( )

◆ MamaMegaExplossion()

Room::MamaMegaExplossion ( )

◆ PlayMusic()

Room::PlayMusic ( )

◆ RemoveDoor()

Room::RemoveDoor ( DoorSlot  Slot)

◆ RemoveGridEntity()

Room::RemoveGridEntity ( integer  GridIndex,
integer  PathTrail,
boolean  KeepDecoration 
)

◆ Render()

Room::Render ( )

◆ RespawnEnemies()

Room::RespawnEnemies ( )

◆ ScreenWrapPosition()

Vector Room::ScreenWrapPosition ( Vector  Pos,
float  Margin 
)

◆ SetAmbushDone()

Room::SetAmbushDone ( boolean  Value)

◆ SetBrokenWatchState()

Room::SetBrokenWatchState ( integer  State)

◆ SetCardAgainstHumanity()

Room::SetCardAgainstHumanity ( )

◆ SetClear()

Room::SetClear ( boolean  Clear)

◆ SetFirstEnemyDead()

Room::SetFirstEnemyDead ( boolean  Value)

◆ SetFloorColor()

Room::SetFloorColor ( Color  FloorColor)

◆ SetGridPath()

boolean Room::SetGridPath ( integer  Index,
integer  Value 
)

◆ SetRedHeartDamage()

Room::SetRedHeartDamage ( )

◆ SetSacrificeDone()

Room::SetSacrificeDone ( boolean  Done)

◆ SetShockwaveParam()

Room::SetShockwaveParam ( integer  ShockwaveId,
ShockwavParams  Params 
)

◆ SetSlowDown()

Room::SetSlowDown ( integer  Duration)

◆ SetWallColor()

Room::SetWallColor ( Color  WallColor)

◆ ShopReshuffle()

Room::ShopReshuffle ( boolean  KeepCollectibleIdx,
boolean  ReselectSaleItem 
)

◆ ShopRestockFull()

Room::ShopRestockFull ( )

◆ ShopRestockPartial()

Room::ShopRestockPartial ( )

◆ SpawnClearAward()

Room::SpawnClearAward ( )

◆ SpawnGridEntity()

boolean Room::SpawnGridEntity ( integer  GridIndex,
GridEntityType  Type,
integer  Variant,
integer  Seed,
integer  VarData 
)

◆ TryMakeBridge()

boolean Room::TryMakeBridge ( GridEntity  pit)

◆ TryPlaceLadder()

Room::TryPlaceLadder ( Vector  PlayerPos,
Vector  PlayerVelocity,
Entity  Ladder 
)

◆ TrySpawnBlueWombDoor()

boolean Room::TrySpawnBlueWombDoor ( boolean  FirstTime,
boolean  IgnoreTime 
)

◆ TrySpawnBossRushDoor()

boolean Room::TrySpawnBossRushDoor ( boolean  IgnoreTime)

◆ TrySpawnDevilRoomDoor()

boolean Room::TrySpawnDevilRoomDoor ( boolean  Animate)

◆ TrySpawnMegaSatanRoomDoor()

boolean Room::TrySpawnMegaSatanRoomDoor ( )

◆ TrySpawnTheVoidDoor()

boolean Room::TrySpawnTheVoidDoor ( )

◆ TurnGold()

Room::TurnGold ( )

◆ Update()

Room::Update ( )