Class "EntityProjectile"⚓︎
Info
You can get this class by using the following function:
Example Code
local entity = Isaac.GetRoomEntities()[1]:ToProjectile()
Class Diagram⚓︎
classDiagram
class Entity:::diagramCurrentPage
class EntityBomb
class EntityEffect
class EntityFamiliar
class EntityKnife
class EntityLaser
class EntityNPC
class EntityPickup
class EntityPlayer
class EntityProjectile
class EntityTear
Entity <|-- EntityBomb
Entity <|-- EntityEffect
Entity <|-- EntityFamiliar
Entity <|-- EntityKnife
Entity <|-- EntityLaser
Entity <|-- EntityNPC
Entity <|-- EntityPickup
Entity <|-- EntityPlayer
Entity <|-- EntityProjectile
Entity <|-- EntityTear
link Entity "Entity.html" "Go to page for 'Entity' class"
link EntityBomb "EntityBomb.html" "Go to page for 'EntityBomb' class"
link EntityEffect "EntityEffect.html" "Go to page for 'EntityEffect' class"
link EntityFamiliar "EntityFamiliar.html" "Go to page for 'EntityFamiliar' class"
link EntityKnife "EntityKnife.html" "Go to page for 'EntityKnife' class"
link EntityLaser "EntityLaser.html" "Go to page for 'EntityLaser' class"
link EntityNPC "EntityNPC.html" "Go to page for 'EntityNPC' class"
link EntityPickup "EntityPickup.html" "Go to page for 'EntityPickup' class"
link EntityPlayer "EntityPlayer.html" "Go to page for 'EntityPlayer' class"
link EntityProjectile "EntityProjectile.html" "Go to page for 'EntityProjectile' class"
link EntityTear "EntityTear.html" "Go to page for 'EntityTear' class"
Functions⚓︎
Add·Change·Flags ()⚓︎
void AddChangeFlags ( int Flags )⚓︎
See ChangeFlags.
Add·Falling·Accel ()⚓︎
void AddFallingAccel ( float Value )⚓︎
Add·Falling·Speed ()⚓︎
void AddFallingSpeed ( float Value )⚓︎
Add·Height ()⚓︎
void AddHeight ( float Value )⚓︎
Add·Projectile·Flags ()⚓︎
void AddProjectileFlags ( int Flags )⚓︎
You can change the attributes of the projectile by adding one or more ProjectileFlag
.
Add·Scale ()⚓︎
void AddScale ( float Value )⚓︎
Clear·Projectile·Flags ()⚓︎
void ClearProjectileFlags ( int Flags )⚓︎
Has·Projectile·Flags ()⚓︎
boolean HasProjectileFlags ( int Flags )⚓︎
Variables⚓︎
Acceleration⚓︎
float Acceleration⚓︎
Change·Flags⚓︎
int ChangeFlags⚓︎
Uses ProjectileFlags to define the projectile attributes after the "Changed" state was activated. The ProjectileFlag.CHANGE_FLAGS_AFTER_TIMEOUT needs to be set to allow for this change to apply!
Informations about "Changed" State:
Projectiles can have two states: normal (default) and changed.
Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.
Also used in: ProjectileParams()
Change·Timeout⚓︎
int ChangeTimeout⚓︎
Number of frames that need to elapse after spawn till the "Changed" state is activated. The ProjectileFlags.CHANGE_FLAGS_AFTER_TIMEOUT or CHANGE_VELOCITY_AFTER_TIMEOUT need to be set to allow for this change to apply!
Informations about "Changed" State:
Projectiles can have two states: normal (default) and changed.
Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.
Also used in: ProjectileParams()
Change·Velocity⚓︎
float ChangeVelocity⚓︎
Velocity value that gets applied when the "Changed" state is activated. The ProjectileFlag.CHANGE_VELOCITY_AFTER_TIMEOUT need to be set to allow for this change to apply!
Informations about "Changed" State:
Projectiles can have two states: normal (default) and changed.
Changed state activates when projectile's frame count reaches the value set in ChangeTimeout. After that its flags get changed to what was set in ChangeFlags and velocity will be resized to length set in ChangeVelocity.
Also used in: ProjectileParams()
Curving·Strength⚓︎
float CurvingStrength⚓︎
Damage⚓︎
float Damage⚓︎
Depth·Offset⚓︎
float DepthOffset⚓︎
Falling·Accel⚓︎
float FallingAccel⚓︎
Falling·Speed⚓︎
float FallingSpeed⚓︎
Height⚓︎
float Height⚓︎
Defines the height of a projectile. Height should be a negative value. Default is -23
.
To make projectiles that remain at a perfectly stationary Height until collision, set FallingSpeed to 0
and FallingAccel to -0.1
.
Homing·Strength⚓︎
float HomingStrength⚓︎
Projectile·Flags⚓︎
ProjectileFlags ProjectileFlags⚓︎
Uses ProjectileFlags to define the projectile attributes.