isaac-typescript-definitions
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TypeScript definitions for The Binding of Isaac: Repentance.
166 lines (165 loc) • 9.91 kB
JavaScript
"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 = {}));