isaac-typescript-definitions
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TypeScript definitions for The Binding of Isaac: Repentance.
126 lines • 3.92 kB
TypeScript
/**
* Used by the following grid entity types:
* - GridEntityType.ROCK (2)
* - GridEntityType.ROCK_TINTED (4)
* - GridEntityType.ROCK_BOMB (5)
* - GridEntityType.ROCK_ALT (6)
* - GridEntityType.STATUE (21) (only for Angel Statues)
* - GridEntityType.ROCK_SS (22)
* - GridEntityType.ROCK_SPIKED (25)
* - GridEntityType.ROCK_ALT2 (26)
* - GridEntityType.ROCK_GOLD (27)
*/
export declare enum RockState {
UNBROKEN = 1,
BROKEN = 2,
/**
* Only applies for `GridEntityType.ROCK_BOMB` (5). After being bombed, the rock stays in this
* state for 4 frames, then changes to `RockState.BROKEN`.
*/
EXPLODING = 3,
/** Only applies for `GridEntityType.ROCK_SS` (22), since it takes two bombs to break. */
HALF_BROKEN = 4
}
/** For `GridEntityType.PIT` (7). */
export declare enum PitState {
NORMAL = 0,
/**
* Pits can become filled when nearby rocks are bombed into them.
*
* Note that the ladder collectible does not change the state to this.
*/
FILLED = 1
}
/** For `GridEntityType.SPIKES_ON_OFF` (9). */
export declare enum SpikesOnOffState {
ON = 0,
OFF = 1
}
/** For `GridEntityType.SPIDERWEB` (10). */
export declare enum SpiderWebState {
UNBROKEN = 0,
BROKEN = 1
}
/** For `GridEntityType.LOCK` (11). */
export declare enum LockState {
LOCKED = 0,
/**
* Note that the locked block will turn to this state as soon as the key is inserted and stays
* this state after disappearing. Thus, unlike the `RockState.BROKEN` enum, you cannot use this
* state as a proxy for being able to move through the grid entity.
*/
UNLOCKED = 1
}
/**
* For `GridEntityType.TNT` (12).
*
* The health of a TNT barrel is represented by its state. It starts at 0 and climbs upwards in
* increments of 1. Once the state reaches 4, the barrel explodes, and remains at state 4.
*
* Breaking a TNT barrel usually takes 4 tears. However, it is possible to take less than that if
* the players damage is high enough. (High damage causes the tear to do two or more increments at
* once.)
*/
export declare enum TNTState {
UNDAMAGED = 0,
ONE_QUARTER_DAMAGED = 1,
TWO_QUARTERS_DAMAGED = 2,
THREE_QUARTERS_DAMAGED = 3,
EXPLODED = 4
}
/**
* For `GridEntityType.POOP` (14).
*
* The health of a poop is represented by its state. It starts at 0 and climbs upwards in increments
* of 250. Once the state reaches 1000, the poop is completely broken.
*
* Breaking a poop usually takes 4 tears. However, it is possible to take less than that if the
* players damage is high enough. (High damage causes the tear to do two or more increments at
* once.)
*
* Giga Poops increment by 20 instead of 250. Thus, they take around 50 tears to destroy.
*/
export declare enum PoopState {
UNDAMAGED = 0,
ONE_QUARTER_DAMAGED = 250,
TWO_QUARTERS_DAMAGED = 500,
THREE_QUARTERS_DAMAGED = 750,
COMPLETELY_DESTROYED = 1000
}
/** For `GridEntityType.DOOR` (16). */
export declare enum DoorState {
INIT = 0,
CLOSED = 1,
OPEN = 2,
ONE_CHAIN = 3,
HALF_CRACKED = 4
}
/** For `GridEntityType.TRAPDOOR` (17). */
export declare enum TrapdoorState {
CLOSED = 0,
OPEN = 1
}
/** For `GridEntityType.CRAWL_SPACE` (18). */
export declare enum CrawlSpaceState {
CLOSED = 0,
OPEN = 1
}
/** For `GridEntityType.PRESSURE_PLATE` (20). */
export declare enum PressurePlateState {
UNPRESSED = 0,
STATE_1_UNKNOWN = 1,
STATE_2_UNKNOWN = 2,
PRESSURE_PLATE_PRESSED = 3,
REWARD_PLATE_PRESSED = 4
}
/** For `GridEntityType.TELEPORTER` (23). */
export declare enum TeleporterState {
NORMAL = 0,
ACTIVATED = 1,
/**
* Set when a player stands on a teleport pad that has no corresponding pad for the player to be
* sent to. When this happens, the pad turns black and deactivates.
*/
DISABLED = 2
}
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