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isaac-typescript-definitions

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TypeScript definitions for The Binding of Isaac: Repentance.

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.RoomTransitionAnim = void 0; var RoomTransitionAnim; (function (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. */ RoomTransitionAnim[RoomTransitionAnim["WALK"] = 0] = "WALK"; /** * The fade-in / fade-out used for Mom's Hand. If the direction is `Direction.NO_DIRECTION`, the * fade will be shorter. */ RoomTransitionAnim[RoomTransitionAnim["FADE"] = 1] = "FADE"; /** * The fade + pixelation effect used for secret item dungeon. (Direction does not affect the * pixelation length.) */ RoomTransitionAnim[RoomTransitionAnim["PIXELATION"] = 2] = "PIXELATION"; /** * 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. */ RoomTransitionAnim[RoomTransitionAnim["TELEPORT"] = 3] = "TELEPORT"; /** * 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. */ RoomTransitionAnim[RoomTransitionAnim["MAZE"] = 4] = "MAZE"; /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ RoomTransitionAnim[RoomTransitionAnim["ANKH"] = 5] = "ANKH"; /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ RoomTransitionAnim[RoomTransitionAnim["DEAD_CAT"] = 6] = "DEAD_CAT"; /** * Plays `SoundEffect.ONE_UP` upon entering the room. * * Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ RoomTransitionAnim[RoomTransitionAnim["ONE_UP"] = 7] = "ONE_UP"; /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ RoomTransitionAnim[RoomTransitionAnim["COLLAR"] = 8] = "COLLAR"; /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ RoomTransitionAnim[RoomTransitionAnim["JUDAS_SHADOW"] = 9] = "JUDAS_SHADOW"; /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ RoomTransitionAnim[RoomTransitionAnim["LAZARUS"] = 10] = "LAZARUS"; /** * 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. */ RoomTransitionAnim[RoomTransitionAnim["WOMB_TELEPORT"] = 11] = "WOMB_TELEPORT"; /** * For the Glowing Hourglass teleport. * * Using this animation will ignore the room index and the direction provided. */ RoomTransitionAnim[RoomTransitionAnim["GLOWING_HOURGLASS"] = 12] = "GLOWING_HOURGLASS"; /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ RoomTransitionAnim[RoomTransitionAnim["D7"] = 13] = "D7"; /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */ RoomTransitionAnim[RoomTransitionAnim["MISSING_POSTER"] = 14] = "MISSING_POSTER"; /** No transition; goes directly to the boss intro cutscene (for the Backasswards challenge). */ RoomTransitionAnim[RoomTransitionAnim["BOSS_FORCED"] = 15] = "BOSS_FORCED"; /** * For a Card Reading teleport. * * Works like `RoomTransitionAnim.WOMB_TELEPORT`. */ RoomTransitionAnim[RoomTransitionAnim["PORTAL_TELEPORT"] = 16] = "PORTAL_TELEPORT"; /** * For the Forgotten's Birthright effect. * * Works like `RoomTransitionAnim.FADE`. */ RoomTransitionAnim[RoomTransitionAnim["FORGOTTEN_TELEPORT"] = 17] = "FORGOTTEN_TELEPORT"; /** * Plays the mirror exit sound and a fade to white animation. * * If the direction is `Direction.NO_DIRECTION`, the fade will be shorter. */ RoomTransitionAnim[RoomTransitionAnim["FADE_MIRROR"] = 18] = "FADE_MIRROR"; /** Works like `RoomTransitionAnim.FADE`. */ RoomTransitionAnim[RoomTransitionAnim["MINECART"] = 19] = "MINECART"; /** * 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. */ RoomTransitionAnim[RoomTransitionAnim["DEATH_CERTIFICATE"] = 20] = "DEATH_CERTIFICATE"; })(RoomTransitionAnim || (exports.RoomTransitionAnim = RoomTransitionAnim = {}));