UNPKG

isaac-typescript-definitions

Version:

TypeScript definitions for The Binding of Isaac: Repentance.

40 lines (39 loc) 2.26 kB
"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.DebugCommand = void 0; /** The values accepted by the `debug` console command. */ var DebugCommand; (function (DebugCommand) { /** Draws a marker on the screen at the position of each entity. */ DebugCommand[DebugCommand["ENTITY_POSITIONS"] = 1] = "ENTITY_POSITIONS"; /** * Shows the grid cost of the corresponding grid tile. (The grid cost is used when calculating * pathing and collision.) */ DebugCommand[DebugCommand["GRID_COST"] = 2] = "GRID_COST"; /** Taking damage does not decrease the player's health. */ DebugCommand[DebugCommand["INFINITE_HP"] = 3] = "INFINITE_HP"; /** +40 damage */ DebugCommand[DebugCommand["HIGH_DAMAGE"] = 4] = "HIGH_DAMAGE"; /** Displays text at the bottom of the screen about the current room. */ DebugCommand[DebugCommand["SHOW_ROOM_INFO"] = 5] = "SHOW_ROOM_INFO"; /** Draws red circles on the screen that represent an entity's damage hitbox. */ DebugCommand[DebugCommand["SHOW_HITSPHERES"] = 6] = "SHOW_HITSPHERES"; /** * Displays how much damage is taken by entities. (This is similar to the Spider Mod effect, but * it leaves the damage as the raw values and also includes player damage.) */ DebugCommand[DebugCommand["SHOW_DAMAGE_VALUES"] = 7] = "SHOW_DAMAGE_VALUES"; /** The player's active item is always fully charged. */ DebugCommand[DebugCommand["INFINITE_ITEM_CHARGES"] = 8] = "INFINITE_ITEM_CHARGES"; /** +50 luck */ DebugCommand[DebugCommand["HIGH_LUCK"] = 9] = "HIGH_LUCK"; /** All enemies take constant and rapid damage. */ DebugCommand[DebugCommand["QUICK_KILL"] = 10] = "QUICK_KILL"; /** Displays the coordinates for each tile on the grid. */ DebugCommand[DebugCommand["GRID_INFO"] = 11] = "GRID_INFO"; /** Displays held collectibles and temporary collectible effects. */ DebugCommand[DebugCommand["PLAYER_ITEM_INFO"] = 12] = "PLAYER_ITEM_INFO"; /** Draws red circles on the screen that represent an entity's collision hitbox. */ DebugCommand[DebugCommand["SHOW_GRID_COLLISION_POINTS"] = 13] = "SHOW_GRID_COLLISION_POINTS"; })(DebugCommand || (exports.DebugCommand = DebugCommand = {}));