isaac-typescript-definitions
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TypeScript definitions for The Binding of Isaac: Repentance.
142 lines (141 loc) • 6.89 kB
JavaScript
/* eslint-disable sort-exports/sort-exports */
Object.defineProperty(exports, "__esModule", { value: true });
exports.TeleporterState = exports.PressurePlateState = exports.CrawlSpaceState = exports.TrapdoorState = exports.DoorState = exports.PoopState = exports.TNTState = exports.LockState = exports.SpiderWebState = exports.SpikesOnOffState = exports.PitState = exports.RockState = void 0;
/**
* 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)
*/
var RockState;
(function (RockState) {
RockState[RockState["UNBROKEN"] = 1] = "UNBROKEN";
RockState[RockState["BROKEN"] = 2] = "BROKEN";
/**
* Only applies for `GridEntityType.ROCK_BOMB` (5). After being bombed, the rock stays in this
* state for 4 frames, then changes to `RockState.BROKEN`.
*/
RockState[RockState["EXPLODING"] = 3] = "EXPLODING";
/** Only applies for `GridEntityType.ROCK_SS` (22), since it takes two bombs to break. */
RockState[RockState["HALF_BROKEN"] = 4] = "HALF_BROKEN";
})(RockState || (exports.RockState = RockState = {}));
/** For `GridEntityType.PIT` (7). */
var PitState;
(function (PitState) {
PitState[PitState["NORMAL"] = 0] = "NORMAL";
/**
* Pits can become filled when nearby rocks are bombed into them.
*
* Note that the ladder collectible does not change the state to this.
*/
PitState[PitState["FILLED"] = 1] = "FILLED";
})(PitState || (exports.PitState = PitState = {}));
/** For `GridEntityType.SPIKES_ON_OFF` (9). */
var SpikesOnOffState;
(function (SpikesOnOffState) {
SpikesOnOffState[SpikesOnOffState["ON"] = 0] = "ON";
SpikesOnOffState[SpikesOnOffState["OFF"] = 1] = "OFF";
})(SpikesOnOffState || (exports.SpikesOnOffState = SpikesOnOffState = {}));
/** For `GridEntityType.SPIDERWEB` (10). */
var SpiderWebState;
(function (SpiderWebState) {
SpiderWebState[SpiderWebState["UNBROKEN"] = 0] = "UNBROKEN";
SpiderWebState[SpiderWebState["BROKEN"] = 1] = "BROKEN";
})(SpiderWebState || (exports.SpiderWebState = SpiderWebState = {}));
/** For `GridEntityType.LOCK` (11). */
var LockState;
(function (LockState) {
LockState[LockState["LOCKED"] = 0] = "LOCKED";
/**
* 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.
*/
LockState[LockState["UNLOCKED"] = 1] = "UNLOCKED";
})(LockState || (exports.LockState = LockState = {}));
/**
* 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.)
*/
var TNTState;
(function (TNTState) {
TNTState[TNTState["UNDAMAGED"] = 0] = "UNDAMAGED";
TNTState[TNTState["ONE_QUARTER_DAMAGED"] = 1] = "ONE_QUARTER_DAMAGED";
TNTState[TNTState["TWO_QUARTERS_DAMAGED"] = 2] = "TWO_QUARTERS_DAMAGED";
TNTState[TNTState["THREE_QUARTERS_DAMAGED"] = 3] = "THREE_QUARTERS_DAMAGED";
TNTState[TNTState["EXPLODED"] = 4] = "EXPLODED";
})(TNTState || (exports.TNTState = TNTState = {}));
/**
* 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.
*/
var PoopState;
(function (PoopState) {
PoopState[PoopState["UNDAMAGED"] = 0] = "UNDAMAGED";
PoopState[PoopState["ONE_QUARTER_DAMAGED"] = 250] = "ONE_QUARTER_DAMAGED";
PoopState[PoopState["TWO_QUARTERS_DAMAGED"] = 500] = "TWO_QUARTERS_DAMAGED";
PoopState[PoopState["THREE_QUARTERS_DAMAGED"] = 750] = "THREE_QUARTERS_DAMAGED";
PoopState[PoopState["COMPLETELY_DESTROYED"] = 1000] = "COMPLETELY_DESTROYED";
})(PoopState || (exports.PoopState = PoopState = {}));
/** For `GridEntityType.DOOR` (16). */
var DoorState;
(function (DoorState) {
DoorState[DoorState["INIT"] = 0] = "INIT";
DoorState[DoorState["CLOSED"] = 1] = "CLOSED";
DoorState[DoorState["OPEN"] = 2] = "OPEN";
DoorState[DoorState["ONE_CHAIN"] = 3] = "ONE_CHAIN";
DoorState[DoorState["HALF_CRACKED"] = 4] = "HALF_CRACKED";
})(DoorState || (exports.DoorState = DoorState = {}));
/** For `GridEntityType.TRAPDOOR` (17). */
var TrapdoorState;
(function (TrapdoorState) {
TrapdoorState[TrapdoorState["CLOSED"] = 0] = "CLOSED";
TrapdoorState[TrapdoorState["OPEN"] = 1] = "OPEN";
})(TrapdoorState || (exports.TrapdoorState = TrapdoorState = {}));
/** For `GridEntityType.CRAWL_SPACE` (18). */
var CrawlSpaceState;
(function (CrawlSpaceState) {
CrawlSpaceState[CrawlSpaceState["CLOSED"] = 0] = "CLOSED";
CrawlSpaceState[CrawlSpaceState["OPEN"] = 1] = "OPEN";
})(CrawlSpaceState || (exports.CrawlSpaceState = CrawlSpaceState = {}));
/** For `GridEntityType.PRESSURE_PLATE` (20). */
var PressurePlateState;
(function (PressurePlateState) {
PressurePlateState[PressurePlateState["UNPRESSED"] = 0] = "UNPRESSED";
PressurePlateState[PressurePlateState["STATE_1_UNKNOWN"] = 1] = "STATE_1_UNKNOWN";
PressurePlateState[PressurePlateState["STATE_2_UNKNOWN"] = 2] = "STATE_2_UNKNOWN";
PressurePlateState[PressurePlateState["PRESSURE_PLATE_PRESSED"] = 3] = "PRESSURE_PLATE_PRESSED";
PressurePlateState[PressurePlateState["REWARD_PLATE_PRESSED"] = 4] = "REWARD_PLATE_PRESSED";
})(PressurePlateState || (exports.PressurePlateState = PressurePlateState = {}));
/** For `GridEntityType.TELEPORTER` (23). */
var TeleporterState;
(function (TeleporterState) {
TeleporterState[TeleporterState["NORMAL"] = 0] = "NORMAL";
TeleporterState[TeleporterState["ACTIVATED"] = 1] = "ACTIVATED";
/**
* 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.
*/
TeleporterState[TeleporterState["DISABLED"] = 2] = "DISABLED";
})(TeleporterState || (exports.TeleporterState = TeleporterState = {}));
;