isaac-typescript-definitions
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TypeScript definitions for The Binding of Isaac: Repentance.
170 lines (169 loc) • 8.91 kB
JavaScript
/* 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 = {}));
;