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Class "EntityTear"⚓︎

Info

You can get this class by using the following function:

Example Code

local tearEntity = Isaac.GetPlayer():FireTear( Vector(0,0), Vector(1, 1) )

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·Tear·Flags ()⚓︎

void AddTearFlags ( TearFlags Flags )⚓︎


Change·Variant ()⚓︎

void ChangeVariant ( int NewVariant )⚓︎


Clear·Tear·Flags ()⚓︎

void ClearTearFlags ( TearFlags Flags )⚓︎


Has·Tear·Flags ()⚓︎

boolean HasTearFlags ( TearFlags Flags )⚓︎


Reset·Sprite·Scale ()⚓︎

void ResetSpriteScale ( )⚓︎

Resets the tear sprite animation depending on scale.


Set·Dead·Eye·Intensity ()⚓︎

void SetDeadEyeIntensity ( float Intensity )⚓︎


Set·Knockback·Multiplier ()⚓︎

void SetKnockbackMultiplier ( float Multiplier )⚓︎


Set·Parent·Offset ()⚓︎

void SetParentOffset ( Vector Offset )⚓︎


Set·Wait·Frames ()⚓︎

void SetWaitFrames ( int Value )⚓︎


Variables⚓︎

Base·Damage⚓︎

const float BaseDamage⚓︎


Base·Scale⚓︎

const float BaseScale⚓︎


Bounced⚓︎

boolean Bounced⚓︎

true if tear bounced off something.

This attribute got removed with Repentance.


Can·Trigger·Streak·End⚓︎

boolean CanTriggerStreakEnd⚓︎

For Onan's strak and Dead Eye.


Continue·Velocity⚓︎

Vector ContinueVelocity⚓︎


Falling·Acceleration⚓︎

float FallingAcceleration⚓︎


Falling·Speed⚓︎

float FallingSpeed⚓︎


Height⚓︎

float Height⚓︎


Homing·Friction⚓︎

float HomingFriction⚓︎


Knockback·Multiplier⚓︎

float KnockbackMultiplier⚓︎


Parent·Offset⚓︎

Vector ParentOffset⚓︎

Used for Position adjustment (vs PositionOffset which is a render offset)


Pos·Displacement⚓︎

const Vector PosDisplacement⚓︎


Rotation⚓︎

float Rotation⚓︎


Scale⚓︎

float Scale⚓︎


Stick·Diff⚓︎

Vector StickDiff⚓︎


Stick·Target⚓︎

Entity StickTarget⚓︎


Stick·Timer⚓︎

int StickTimer⚓︎


Tear·Flags⚓︎

TearFlags TearFlags⚓︎


Tear·Index⚓︎

const int TearIndex⚓︎

  • In each run, the game keeps track of how many tears have been fired by the player in total.
  • TearIndex represents this tear counter.
  • It is 0-indexed, meaning that the first tear fired by the player on a run will have a TearIndex of 0, the second tear fired by the player on a run will have a TearIndex of 1, and so on.

Wait·Frames⚓︎

int WaitFrames⚓︎



Last update: April 26, 2024