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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"; /* 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 = {}));