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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.UltraGreedierState = exports.UltraGreedState = exports.ColostomiaState = exports.ReapCreepState = exports.BigHornState = exports.DaddyLongLegsState = exports.DeathState = exports.WarWithoutHorseState = exports.ConquestState = exports.WarState = exports.PestilenceState = exports.FamineState = exports.LostSoulState = void 0; /** EntityType.FAMILIAR (3), FamiliarVariant.LOST_SOUL (211). */ var LostSoulState; (function (LostSoulState) { LostSoulState[LostSoulState["ALIVE"] = 1] = "ALIVE"; LostSoulState[LostSoulState["DEAD"] = 4] = "DEAD"; })(LostSoulState || (exports.LostSoulState = LostSoulState = {})); /** For `EntityType.FAMINE` (63). */ var FamineState; (function (FamineState) { FamineState[FamineState["MOVE"] = 4] = "MOVE"; FamineState[FamineState["HORIZONTAL_CHARGE"] = 8] = "HORIZONTAL_CHARGE"; /** * Famine always remains in this phase while in phase 2, regardless of whether he is moving around * or shooting tears. */ FamineState[FamineState["PHASE_2"] = 9] = "PHASE_2"; /** The non-champion version will summon Pooters. */ FamineState[FamineState["SUMMON"] = 13] = "SUMMON"; })(FamineState || (exports.FamineState = FamineState = {})); /** For `EntityType.PESTILENCE` (64). */ var PestilenceState; (function (PestilenceState) { PestilenceState[PestilenceState["MOVE"] = 4] = "MOVE"; PestilenceState[PestilenceState["ATTACK_IPECAC"] = 8] = "ATTACK_IPECAC"; /** * The non-champion version will summon Chargers or Spitties in phase 1 and Attack Flies in phase * 2. */ PestilenceState[PestilenceState["SUMMON"] = 13] = "SUMMON"; })(PestilenceState || (exports.PestilenceState = PestilenceState = {})); /** For `EntityType.WAR` (65), `WarVariant.WAR (0). */ var WarState; (function (WarState) { WarState[WarState["MOVE"] = 4] = "MOVE"; WarState[WarState["JUMP_AND_SPAWN_TROLL_BOMBS"] = 6] = "JUMP_AND_SPAWN_TROLL_BOMBS"; WarState[WarState["HORIZONTAL_CHARGE"] = 9] = "HORIZONTAL_CHARGE"; })(WarState || (exports.WarState = WarState = {})); /** For `EntityType.WAR` (65), `WarVariant.CONQUEST (1). */ var ConquestState; (function (ConquestState) { ConquestState[ConquestState["MOVE"] = 4] = "MOVE"; ConquestState[ConquestState["JUMP_AND_SPAWN_BEAMS"] = 6] = "JUMP_AND_SPAWN_BEAMS"; ConquestState[ConquestState["TEAR_ATTACK"] = 8] = "TEAR_ATTACK"; ConquestState[ConquestState["HORIZONTAL_CHARGE"] = 9] = "HORIZONTAL_CHARGE"; })(ConquestState || (exports.ConquestState = ConquestState = {})); /** For `EntityType.WAR` (65), `WarVariant.WAR_WITHOUT_HORSE (2). */ var WarWithoutHorseState; (function (WarWithoutHorseState) { WarWithoutHorseState[WarWithoutHorseState["MOVE"] = 4] = "MOVE"; WarWithoutHorseState[WarWithoutHorseState["SIT"] = 8] = "SIT"; })(WarWithoutHorseState || (exports.WarWithoutHorseState = WarWithoutHorseState = {})); /** For `EntityType.DEATH` (66). */ var DeathState; (function (DeathState) { DeathState[DeathState["APPEAR"] = 1] = "APPEAR"; DeathState[DeathState["SCYTHE_APPEAR"] = 3] = "SCYTHE_APPEAR"; DeathState[DeathState["MOVE"] = 4] = "MOVE"; DeathState[DeathState["JUMP_OFF_HORSE"] = 7] = "JUMP_OFF_HORSE"; DeathState[DeathState["SLOW_ATTACK"] = 8] = "SLOW_ATTACK"; DeathState[DeathState["SUMMON_KNIGHTS"] = 13] = "SUMMON_KNIGHTS"; DeathState[DeathState["SUMMON_SCYTHES"] = 14] = "SUMMON_SCYTHES"; })(DeathState || (exports.DeathState = DeathState = {})); /** For `EntityType.DADDY_LONG_LEGS` (101). */ var DaddyLongLegsState; (function (DaddyLongLegsState) { /** Used at the end of the sequence of single stomp attacks. */ DaddyLongLegsState[DaddyLongLegsState["SLAM_WITH_PROJECTILE_BURST"] = 4] = "SLAM_WITH_PROJECTILE_BURST"; /** * This is used for both the single stomp attack and the multi-stomp attack. * * When doing the multi-stomp attack, the main entity will go to state 9 and the child entities * will have state 7. */ DaddyLongLegsState[DaddyLongLegsState["STOMP_ATTACK_LEG"] = 7] = "STOMP_ATTACK_LEG"; DaddyLongLegsState[DaddyLongLegsState["SPITTING_SPIDERS_ATTACK"] = 8] = "SPITTING_SPIDERS_ATTACK"; DaddyLongLegsState[DaddyLongLegsState["MULTI_STOMP_ATTACK_MAIN"] = 9] = "MULTI_STOMP_ATTACK_MAIN"; })(DaddyLongLegsState || (exports.DaddyLongLegsState = DaddyLongLegsState = {})); /** For `EntityType.BIG_HORN` (411), `BigHornVariant.BIG_HORN` (0). */ var BigHornState; (function (BigHornState) { BigHornState[BigHornState["IDLE"] = 3] = "IDLE"; BigHornState[BigHornState["HEAD_GOING_UP_OR_GOING_DOWN_INTO_HOLE"] = 4] = "HEAD_GOING_UP_OR_GOING_DOWN_INTO_HOLE"; BigHornState[BigHornState["HAND_GOING_DOWN_INTO_HOLE"] = 5] = "HAND_GOING_DOWN_INTO_HOLE"; BigHornState[BigHornState["HAND_SLAM_ATTACK"] = 8] = "HAND_SLAM_ATTACK"; /** * This is used for all types of Troll Bomb attacks. Troll Bombs can randomly be Mega Troll Bombs * or Hot Bombs. */ BigHornState[BigHornState["HAND_THROW_TROLL_BOMB_ATTACK"] = 9] = "HAND_THROW_TROLL_BOMB_ATTACK"; BigHornState[BigHornState["HAND_THROW_TRIPLE_TROLL_BOMB_ATTACK"] = 10] = "HAND_THROW_TRIPLE_TROLL_BOMB_ATTACK"; /** * This is used for the attack where he spits out 1 ball, spits out 2 balls, and spits out 3 * balls. */ BigHornState[BigHornState["HEAD_BALL_ATTACK"] = 13] = "HEAD_BALL_ATTACK"; })(BigHornState || (exports.BigHornState = BigHornState = {})); /** For `EntityType.REAP_CREEP` (900). */ var ReapCreepState; (function (ReapCreepState) { ReapCreepState[ReapCreepState["CRAWLING_FROM_SIDE_TO_SIDE"] = 3] = "CRAWLING_FROM_SIDE_TO_SIDE"; ReapCreepState[ReapCreepState["JUMPING_TO_TOP_WALL"] = 6] = "JUMPING_TO_TOP_WALL"; ReapCreepState[ReapCreepState["WALL_SLAM_ATTACK"] = 7] = "WALL_SLAM_ATTACK"; ReapCreepState[ReapCreepState["PROJECTILE_SPIT_LINE_ATTACK"] = 8] = "PROJECTILE_SPIT_LINE_ATTACK"; ReapCreepState[ReapCreepState["PROJECTILE_SPIT_BURST_ATTACK"] = 9] = "PROJECTILE_SPIT_BURST_ATTACK"; /** This is used for both the single fat Brimstone attack and the quad-beam Brimstone attack. */ ReapCreepState[ReapCreepState["BRIMSTONE_ATTACK"] = 10] = "BRIMSTONE_ATTACK"; ReapCreepState[ReapCreepState["SPAWNING_WALL_SPIDERS"] = 13] = "SPAWNING_WALL_SPIDERS"; ReapCreepState[ReapCreepState["SPAWNING_SPIDERS"] = 14] = "SPAWNING_SPIDERS"; /** * There are three phases, so Reap Creep will enter this state while going from phase 1 to phase 2 * and when going from phase 2 to phase 3. */ ReapCreepState[ReapCreepState["TRANSFORMING_TO_NEXT_PHASE"] = 16] = "TRANSFORMING_TO_NEXT_PHASE"; })(ReapCreepState || (exports.ReapCreepState = ReapCreepState = {})); /** For `EntityType.COLOSTOMIA` (917). */ var ColostomiaState; (function (ColostomiaState) { ColostomiaState[ColostomiaState["IDLE_PHASE_1"] = 3] = "IDLE_PHASE_1"; ColostomiaState[ColostomiaState["IDLE_PHASE_2"] = 4] = "IDLE_PHASE_2"; ColostomiaState[ColostomiaState["JUMP_ATTACK_WITH_PROJECTILE_SPLASH"] = 6] = "JUMP_ATTACK_WITH_PROJECTILE_SPLASH"; ColostomiaState[ColostomiaState["CHARGE_SLIDE"] = 8] = "CHARGE_SLIDE"; ColostomiaState[ColostomiaState["SPIT_POOP_BOMB"] = 9] = "SPIT_POOP_BOMB"; ColostomiaState[ColostomiaState["SPIT_TWO_POOP_BOMBS"] = 10] = "SPIT_TWO_POOP_BOMBS"; ColostomiaState[ColostomiaState["FART_ATTACK"] = 11] = "FART_ATTACK"; ColostomiaState[ColostomiaState["TRANSITION_TO_PHASE_2"] = 16] = "TRANSITION_TO_PHASE_2"; })(ColostomiaState || (exports.ColostomiaState = ColostomiaState = {})); /** For `EntityType.ULTRA_GREED` (406), `UltraGreedVariant.ULTRA_GREED` (0). */ var UltraGreedState; (function (UltraGreedState) { UltraGreedState[UltraGreedState["HANGING"] = 2] = "HANGING"; UltraGreedState[UltraGreedState["IDLE"] = 3] = "IDLE"; UltraGreedState[UltraGreedState["MOVE"] = 4] = "MOVE"; UltraGreedState[UltraGreedState["GOLD_STATUE_BREAKING_OUT"] = 16] = "GOLD_STATUE_BREAKING_OUT"; UltraGreedState[UltraGreedState["EYES_SPINNING"] = 100] = "EYES_SPINNING"; /** This creates Keepers (i.e. Greed Heads). */ UltraGreedState[UltraGreedState["STOMPING"] = 200] = "STOMPING"; UltraGreedState[UltraGreedState["BLOCKING_WITH_ARMS"] = 400] = "BLOCKING_WITH_ARMS"; UltraGreedState[UltraGreedState["SPIN_ATTACK"] = 510] = "SPIN_ATTACK"; UltraGreedState[UltraGreedState["SHOOT_4_COINS"] = 600] = "SHOOT_4_COINS"; UltraGreedState[UltraGreedState["DYING"] = 9000] = "DYING"; /** * He only goes to this state on Greed Mode when the fight is completed. On Greedier Mode, this * state will never be entered, and he will instead go to state * `UltraGreedState.GOLD_STATUE_BREAKING_OUT` (16). */ UltraGreedState[UltraGreedState["GOLD_STATUE"] = 9001] = "GOLD_STATUE"; })(UltraGreedState || (exports.UltraGreedState = UltraGreedState = {})); /** For `EntityType.ULTRA_GREED` (406), `UltraGreedVariant.ULTRA_GREEDIER` (1). */ var UltraGreedierState; (function (UltraGreedierState) { UltraGreedierState[UltraGreedierState["IDLE"] = 3] = "IDLE"; UltraGreedierState[UltraGreedierState["MOVE"] = 4] = "MOVE"; UltraGreedierState[UltraGreedierState["JUMP"] = 6] = "JUMP"; /** This creates bomb coins. */ UltraGreedierState[UltraGreedierState["STOMPING"] = 200] = "STOMPING"; UltraGreedierState[UltraGreedierState["SHOOT_4_COINS"] = 600] = "SHOOT_4_COINS"; UltraGreedierState[UltraGreedierState["FIST_POUND"] = 700] = "FIST_POUND"; UltraGreedierState[UltraGreedierState["FIST_POUND_TRIPLE"] = 710] = "FIST_POUND_TRIPLE"; UltraGreedierState[UltraGreedierState["DYING"] = 9000] = "DYING"; UltraGreedierState[UltraGreedierState["POST_EXPLOSION"] = 9001] = "POST_EXPLOSION"; })(UltraGreedierState || (exports.UltraGreedierState = UltraGreedierState = {}));