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 aTearIndex
of 1, and so on.
Wait·Frames⚓︎
int WaitFrames⚓︎
Last update:
April 26, 2024