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isaac-typescript-definitions

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TypeScript definitions for The Binding of Isaac: Repentance.

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export declare enum RoomTransitionAnim { /** * Mostly from using doors. * * Will play the correct walk animation regardless of the direction you use, as long as the * direction is in the same axis as the room you are traveling to. * * For example, if the room is on the left, it will play the correct animation whether you use * `Direction.LEFT` or `Direction.RIGHT`. If you use the wrong direction, it will just fade to the * next room (not fade to black, just fade). If you use `Direction.NO_DIRECTION`, it will perform * a fade to black. */ WALK = 0, /** * The fade-in / fade-out used for Mom's Hand. If the direction is `Direction.NO_DIRECTION`, the * fade will be shorter. */ FADE = 1, /** * The fade + pixelation effect used for secret item dungeon. (Direction does not affect the * pixelation length.) */ PIXELATION = 2, /** * Will play the teleport animation and sound, then the walk animation using the specified * direction. If `Direction.NO_DIRECTION` is used, it will perform a fade to white. */ TELEPORT = 3, /** * For Curse of the Maze. * * This is like `RoomTransitionAnim.WALK`, but better, since it will always play the walk * animation that you provide. Like `RoomTransitionAnim.WALK`, if you use * `Direction.NO_DIRECTION`, it will perform a fade to black. */ MAZE = 4, /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ ANKH = 5, /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ DEAD_CAT = 6, /** * Plays `SoundEffect.ONE_UP` upon entering the room. * * Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ ONE_UP = 7, /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ COLLAR = 8, /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ JUDAS_SHADOW = 9, /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ LAZARUS = 10, /** * For the Ventricle Razor teleport. * * Makes the player invisible during the transition. If used to change into the same room, the * player's visibility won't be restored. If the direction is `Direction.NO_DIRECTION`, the fade * will be shorter. */ WOMB_TELEPORT = 11, /** * For the Glowing Hourglass teleport. * * Using this animation will ignore the room index and the direction provided. */ GLOWING_HOURGLASS = 12, /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ D7 = 13, /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ MISSING_POSTER = 14, /** No transition; goes directly to the boss intro cutscene (for the Backasswards challenge). */ BOSS_FORCED = 15, /** * For a Card Reading teleport. * * Works like `RoomTransitionAnim.WOMB_TELEPORT`. */ PORTAL_TELEPORT = 16, /** * For the Forgotten's Birthright effect. * * Works like `RoomTransitionAnim.FADE`. */ FORGOTTEN_TELEPORT = 17, /** * Plays the mirror exit sound and a fade to white animation. * * If the direction is `Direction.NO_DIRECTION`, the fade will be shorter. */ FADE_MIRROR = 18, /** Works like `RoomTransitionAnim.FADE`. */ MINECART = 19, /** * The player lies down, the screen fades to black, and the player lies down and gets up. * * Ignores the direction, but using `Direction.NO_DIRECTION` will make the fade shorter. * * The game is paused during the lying down and getting up animation. */ DEATH_CERTIFICATE = 20 } //# sourceMappingURL=RoomTransitionAnim.d.ts.map