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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.StatueVariant = exports.PressurePlateVariant = exports.CrawlSpaceVariant = exports.TrapdoorVariant = exports.DoorVariant = exports.PoopGridEntityVariant = exports.FireplaceGridEntityVariant = exports.PitVariant = exports.BucketVariant = exports.PolypVariant = exports.SkullVariant = exports.MushroomVariant = exports.UrnVariant = exports.RockVariant = void 0; /** * For `GridEntityType.ROCK` (2). * * Note that this does not always apply to `GridEntityRock`, since that class can be equal to other * grid entity types. */ var RockVariant; (function (RockVariant) { RockVariant[RockVariant["NORMAL"] = 0] = "NORMAL"; RockVariant[RockVariant["EVENT"] = 1] = "EVENT"; })(RockVariant || (exports.RockVariant = RockVariant = {})); /** * For GridEntityType.ROCK_ALT (6), RockAltType.URN. * * Note that you are unable to spawn specific urn variants. The game will pick a random variant * regardless of which one you select. */ var UrnVariant; (function (UrnVariant) { UrnVariant[UrnVariant["NORMAL"] = 0] = "NORMAL"; UrnVariant[UrnVariant["CHIPPED_TOP_LEFT"] = 1] = "CHIPPED_TOP_LEFT"; UrnVariant[UrnVariant["NARROW"] = 2] = "NARROW"; })(UrnVariant || (exports.UrnVariant = UrnVariant = {})); /** * For GridEntityType.ROCK_ALT (6), RockAltType.MUSHROOM. * * Note that you are unable to spawn specific mushroom variants. The game will pick a random variant * regardless of which one you select. */ var MushroomVariant; (function (MushroomVariant) { MushroomVariant[MushroomVariant["NORMAL"] = 0] = "NORMAL"; MushroomVariant[MushroomVariant["CHIPPED_TOP_RIGHT"] = 1] = "CHIPPED_TOP_RIGHT"; MushroomVariant[MushroomVariant["NARROW"] = 2] = "NARROW"; })(MushroomVariant || (exports.MushroomVariant = MushroomVariant = {})); /** * For GridEntityType.ROCK_ALT (6), RockAltType.SKULL. * * Note that you are unable to spawn specific skull variants. The game will pick a random variant * regardless of which one you select. */ var SkullVariant; (function (SkullVariant) { SkullVariant[SkullVariant["NORMAL"] = 0] = "NORMAL"; SkullVariant[SkullVariant["FACING_RIGHT"] = 1] = "FACING_RIGHT"; SkullVariant[SkullVariant["FACING_LEFT"] = 2] = "FACING_LEFT"; })(SkullVariant || (exports.SkullVariant = SkullVariant = {})); /** * For GridEntityType.ROCK_ALT (6), RockAltType.POLYP. * * Note that you are unable to spawn specific polyp variants. The game will pick a random variant * regardless of which one you select. */ var PolypVariant; (function (PolypVariant) { PolypVariant[PolypVariant["NORMAL"] = 0] = "NORMAL"; PolypVariant[PolypVariant["MANY_FINGERS"] = 1] = "MANY_FINGERS"; PolypVariant[PolypVariant["FLIPPED_AND_SHIFTED_UPWARDS"] = 2] = "FLIPPED_AND_SHIFTED_UPWARDS"; })(PolypVariant || (exports.PolypVariant = PolypVariant = {})); /** * For GridEntityType.ROCK_ALT (6), RockAltType.BUCKET. * * Note that you are unable to spawn specific bucket variants. The game will pick a random variant * regardless of which one you select. */ var BucketVariant; (function (BucketVariant) { BucketVariant[BucketVariant["EMPTY"] = 0] = "EMPTY"; BucketVariant[BucketVariant["FULL"] = 1] = "FULL"; BucketVariant[BucketVariant["EMPTY_AND_SHIFTED_UPWARDS"] = 2] = "EMPTY_AND_SHIFTED_UPWARDS"; })(BucketVariant || (exports.BucketVariant = BucketVariant = {})); /** For `GridEntityType.PIT` (7). */ var PitVariant; (function (PitVariant) { PitVariant[PitVariant["NORMAL"] = 0] = "NORMAL"; PitVariant[PitVariant["FISSURE_SPAWNER"] = 16] = "FISSURE_SPAWNER"; })(PitVariant || (exports.PitVariant = PitVariant = {})); /** * For `GridEntityType.FIREPLACE` (13). * * This only partially corresponds to the `FireplaceVariant` for non-grid entities. (Spawning a grid * entity fireplace with a variant higher than 1 will result in a normal fireplace.) */ var FireplaceGridEntityVariant; (function (FireplaceGridEntityVariant) { FireplaceGridEntityVariant[FireplaceGridEntityVariant["NORMAL"] = 0] = "NORMAL"; FireplaceGridEntityVariant[FireplaceGridEntityVariant["RED"] = 1] = "RED"; })(FireplaceGridEntityVariant || (exports.FireplaceGridEntityVariant = FireplaceGridEntityVariant = {})); /** For `GridEntityType.POOP` (14). */ var PoopGridEntityVariant; (function (PoopGridEntityVariant) { PoopGridEntityVariant[PoopGridEntityVariant["NORMAL"] = 0] = "NORMAL"; PoopGridEntityVariant[PoopGridEntityVariant["RED"] = 1] = "RED"; PoopGridEntityVariant[PoopGridEntityVariant["CORNY"] = 2] = "CORNY"; PoopGridEntityVariant[PoopGridEntityVariant["GOLDEN"] = 3] = "GOLDEN"; PoopGridEntityVariant[PoopGridEntityVariant["RAINBOW"] = 4] = "RAINBOW"; PoopGridEntityVariant[PoopGridEntityVariant["BLACK"] = 5] = "BLACK"; PoopGridEntityVariant[PoopGridEntityVariant["WHITE"] = 6] = "WHITE"; PoopGridEntityVariant[PoopGridEntityVariant["GIANT_TOP_LEFT"] = 7] = "GIANT_TOP_LEFT"; PoopGridEntityVariant[PoopGridEntityVariant["GIANT_TOP_RIGHT"] = 8] = "GIANT_TOP_RIGHT"; PoopGridEntityVariant[PoopGridEntityVariant["GIANT_BOTTOM_LEFT"] = 9] = "GIANT_BOTTOM_LEFT"; PoopGridEntityVariant[PoopGridEntityVariant["GIANT_BOTTOM_RIGHT"] = 10] = "GIANT_BOTTOM_RIGHT"; PoopGridEntityVariant[PoopGridEntityVariant["CHARMING"] = 11] = "CHARMING"; })(PoopGridEntityVariant || (exports.PoopGridEntityVariant = PoopGridEntityVariant = {})); /** For `GridEntityType.DOOR` (16). */ var DoorVariant; (function (DoorVariant) { DoorVariant[DoorVariant["UNSPECIFIED"] = 0] = "UNSPECIFIED"; DoorVariant[DoorVariant["LOCKED"] = 1] = "LOCKED"; DoorVariant[DoorVariant["LOCKED_DOUBLE"] = 2] = "LOCKED_DOUBLE"; DoorVariant[DoorVariant["LOCKED_CRACKED"] = 3] = "LOCKED_CRACKED"; DoorVariant[DoorVariant["LOCKED_BARRED"] = 4] = "LOCKED_BARRED"; /** The Mega Satan door, which is unlocked with the Key Piece familiars. */ DoorVariant[DoorVariant["LOCKED_KEY_FAMILIAR"] = 5] = "LOCKED_KEY_FAMILIAR"; DoorVariant[DoorVariant["LOCKED_GREED"] = 6] = "LOCKED_GREED"; DoorVariant[DoorVariant["HIDDEN"] = 7] = "HIDDEN"; DoorVariant[DoorVariant["UNLOCKED"] = 8] = "UNLOCKED"; })(DoorVariant || (exports.DoorVariant = DoorVariant = {})); /** For `GridEntityType.TRAPDOOR` (17). */ var TrapdoorVariant; (function (TrapdoorVariant) { TrapdoorVariant[TrapdoorVariant["NORMAL"] = 0] = "NORMAL"; /** * Void Portals will have a `VarData` of 0 if they are part of the grid layout and a `VarData` of * 1 if they are spawned after defeating a boss. * * Manually spawning a trapdoor with a variant of a Void Portal will work, but the sprite will * have the appearance of a normal trapdoor; you must replace the sprite sheet with * "gfx/grid/voidtrapdoor.anm2". */ TrapdoorVariant[TrapdoorVariant["VOID_PORTAL"] = 1] = "VOID_PORTAL"; })(TrapdoorVariant || (exports.TrapdoorVariant = TrapdoorVariant = {})); /** For `GridEntityType.CRAWL_SPACE` (18). */ var CrawlSpaceVariant; (function (CrawlSpaceVariant) { CrawlSpaceVariant[CrawlSpaceVariant["NORMAL"] = 0] = "NORMAL"; /** Found by throwing a Chaos Card at Great Gideon. */ CrawlSpaceVariant[CrawlSpaceVariant["GREAT_GIDEON"] = 1] = "GREAT_GIDEON"; /** Found in shops when the player has the Member Card item. */ CrawlSpaceVariant[CrawlSpaceVariant["SECRET_SHOP"] = 2] = "SECRET_SHOP"; /** Found when using Genesis on a "final" floor. */ CrawlSpaceVariant[CrawlSpaceVariant["PASSAGE_TO_BEGINNING_OF_FLOOR"] = 3] = "PASSAGE_TO_BEGINNING_OF_FLOOR"; /** * This variant is not used by the game. * * Any variant with a value of 4 or higher will not interact with the player. */ CrawlSpaceVariant[CrawlSpaceVariant["NULL"] = 4] = "NULL"; })(CrawlSpaceVariant || (exports.CrawlSpaceVariant = CrawlSpaceVariant = {})); /** For `GridEntityType.PRESSURE_PLATE` (20). */ var PressurePlateVariant; (function (PressurePlateVariant) { PressurePlateVariant[PressurePlateVariant["PRESSURE_PLATE"] = 0] = "PRESSURE_PLATE"; PressurePlateVariant[PressurePlateVariant["REWARD_PLATE"] = 1] = "REWARD_PLATE"; PressurePlateVariant[PressurePlateVariant["GREED_PLATE"] = 2] = "GREED_PLATE"; PressurePlateVariant[PressurePlateVariant["RAIL_PLATE"] = 3] = "RAIL_PLATE"; PressurePlateVariant[PressurePlateVariant["KILL_ALL_ENEMIES_PLATE"] = 9] = "KILL_ALL_ENEMIES_PLATE"; PressurePlateVariant[PressurePlateVariant["SPAWN_ROCKS_PLATE"] = 10] = "SPAWN_ROCKS_PLATE"; })(PressurePlateVariant || (exports.PressurePlateVariant = PressurePlateVariant = {})); /** For `GridEntityType.STATUE` (21). */ var StatueVariant; (function (StatueVariant) { StatueVariant[StatueVariant["DEVIL"] = 0] = "DEVIL"; StatueVariant[StatueVariant["ANGEL"] = 1] = "ANGEL"; })(StatueVariant || (exports.StatueVariant = StatueVariant = {}));