isaac-typescript-definitions
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TypeScript definitions for The Binding of Isaac: Repentance.
40 lines (39 loc) • 2.26 kB
JavaScript
"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 = {}));