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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.RoomType = void 0; /** This enum is contiguous. (Every value is satisfied between 1 and 29, inclusive.) */ var RoomType; (function (RoomType) { // The value of "NULL" is removed, since there are no vanilla rooms with this value and it should // be impossible to retrieve this value from the API. RoomType[RoomType["DEFAULT"] = 1] = "DEFAULT"; RoomType[RoomType["SHOP"] = 2] = "SHOP"; RoomType[RoomType["ERROR"] = 3] = "ERROR"; RoomType[RoomType["TREASURE"] = 4] = "TREASURE"; RoomType[RoomType["BOSS"] = 5] = "BOSS"; RoomType[RoomType["MINI_BOSS"] = 6] = "MINI_BOSS"; RoomType[RoomType["SECRET"] = 7] = "SECRET"; RoomType[RoomType["SUPER_SECRET"] = 8] = "SUPER_SECRET"; RoomType[RoomType["ARCADE"] = 9] = "ARCADE"; RoomType[RoomType["CURSE"] = 10] = "CURSE"; /** This includes both normal Challenge Rooms and Boss Challenge Rooms. */ RoomType[RoomType["CHALLENGE"] = 11] = "CHALLENGE"; RoomType[RoomType["LIBRARY"] = 12] = "LIBRARY"; RoomType[RoomType["SACRIFICE"] = 13] = "SACRIFICE"; RoomType[RoomType["DEVIL"] = 14] = "DEVIL"; RoomType[RoomType["ANGEL"] = 15] = "ANGEL"; /** This is the room type of a crawl space. */ RoomType[RoomType["DUNGEON"] = 16] = "DUNGEON"; RoomType[RoomType["BOSS_RUSH"] = 17] = "BOSS_RUSH"; RoomType[RoomType["CLEAN_BEDROOM"] = 18] = "CLEAN_BEDROOM"; RoomType[RoomType["DIRTY_BEDROOM"] = 19] = "DIRTY_BEDROOM"; RoomType[RoomType["VAULT"] = 20] = "VAULT"; RoomType[RoomType["DICE"] = 21] = "DICE"; RoomType[RoomType["BLACK_MARKET"] = 22] = "BLACK_MARKET"; RoomType[RoomType["GREED_EXIT"] = 23] = "GREED_EXIT"; RoomType[RoomType["PLANETARIUM"] = 24] = "PLANETARIUM"; /** The Mausoleum teleporter entrance. Currently unused. */ RoomType[RoomType["TELEPORTER"] = 25] = "TELEPORTER"; /** The Mausoleum teleporter exit. Currently unused. */ RoomType[RoomType["TELEPORTER_EXIT"] = 26] = "TELEPORTER_EXIT"; /** * The room with a trapdoor to the Repentance floors. This also includes the "strange room" on * Depths 2. */ RoomType[RoomType["SECRET_EXIT"] = 27] = "SECRET_EXIT"; /** The Blue Womb rooms spawned by the Blue Key. */ RoomType[RoomType["BLUE"] = 28] = "BLUE"; RoomType[RoomType["ULTRA_SECRET"] = 29] = "ULTRA_SECRET"; })(RoomType || (exports.RoomType = RoomType = {}));