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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.


Scale⚓︎

float Scale⚓︎


Wiggle·Frame·Offset⚓︎

int WiggleFrameOffset⚓︎



Last update: April 26, 2024