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isaac-typescript-definitions

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TypeScript definitions for The Binding of Isaac: Repentance.

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/** * 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 } //# sourceMappingURL=gridEntityStates.d.ts.map