isaac-typescript-definitions
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TypeScript definitions for The Binding of Isaac: Repentance.
102 lines • 3.87 kB
TypeScript
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
}
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