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RoomTransitionAnim

Defined in: RoomTransitionAnim.ts:1

WALK: 0

Defined in: RoomTransitionAnim.ts:13

Mostly from using doors.

Will play the correct walk animation regardless of the direction you use, as long as the direction is in the same axis as the room you are traveling to.

For example, if the room is on the left, it will play the correct animation whether you use Direction.LEFT or Direction.RIGHT. If you use the wrong direction, it will just fade to the next room (not fade to black, just fade). If you use Direction.NO_DIRECTION, it will perform a fade to black.


FADE: 1

Defined in: RoomTransitionAnim.ts:19

The fade-in / fade-out used for Mom’s Hand. If the direction is Direction.NO_DIRECTION, the fade will be shorter.


PIXELATION: 2

Defined in: RoomTransitionAnim.ts:25

The fade + pixelation effect used for secret item dungeon. (Direction does not affect the pixelation length.)


TELEPORT: 3

Defined in: RoomTransitionAnim.ts:31

Will play the teleport animation and sound, then the walk animation using the specified direction. If Direction.NO_DIRECTION is used, it will perform a fade to white.


MAZE: 4

Defined in: RoomTransitionAnim.ts:40

For Curse of the Maze.

This is like RoomTransitionAnim.WALK, but better, since it will always play the walk animation that you provide. Like RoomTransitionAnim.WALK, if you use Direction.NO_DIRECTION, it will perform a fade to black.


ANKH: 5

Defined in: RoomTransitionAnim.ts:43

Works like RoomTransitionAnim.MAZE with respect to the direction used.


DEAD_CAT: 6

Defined in: RoomTransitionAnim.ts:46

Works like RoomTransitionAnim.MAZE with respect to the direction used.


ONE_UP: 7

Defined in: RoomTransitionAnim.ts:53

Plays SoundEffect.ONE_UP upon entering the room.

Works like RoomTransitionAnim.MAZE with respect to the direction used.


COLLAR: 8

Defined in: RoomTransitionAnim.ts:56

Works like RoomTransitionAnim.MAZE with respect to the direction used.


JUDAS_SHADOW: 9

Defined in: RoomTransitionAnim.ts:59

Works like RoomTransitionAnim.MAZE with respect to the direction used.


LAZARUS: 10

Defined in: RoomTransitionAnim.ts:62

Works like RoomTransitionAnim.MAZE with respect to the direction used.


WOMB_TELEPORT: 11

Defined in: RoomTransitionAnim.ts:71

For the Ventricle Razor teleport.

Makes the player invisible during the transition. If used to change into the same room, the player’s visibility won’t be restored. If the direction is Direction.NO_DIRECTION, the fade will be shorter.


GLOWING_HOURGLASS: 12

Defined in: RoomTransitionAnim.ts:78

For the Glowing Hourglass teleport.

Using this animation will ignore the room index and the direction provided.


D7: 13

Defined in: RoomTransitionAnim.ts:81

Works like RoomTransitionAnim.MAZE with respect to the direction used.


MISSING_POSTER: 14

Defined in: RoomTransitionAnim.ts:84

Works like RoomTransitionAnim.MAZE with respect to the direction used.


BOSS_FORCED: 15

Defined in: RoomTransitionAnim.ts:87

No transition; goes directly to the boss intro cutscene (for the Backasswards challenge).


PORTAL_TELEPORT: 16

Defined in: RoomTransitionAnim.ts:94

For a Card Reading teleport.

Works like RoomTransitionAnim.WOMB_TELEPORT.


FORGOTTEN_TELEPORT: 17

Defined in: RoomTransitionAnim.ts:101

For the Forgotten’s Birthright effect.

Works like RoomTransitionAnim.FADE.


FADE_MIRROR: 18

Defined in: RoomTransitionAnim.ts:108

Plays the mirror exit sound and a fade to white animation.

If the direction is Direction.NO_DIRECTION, the fade will be shorter.


MINECART: 19

Defined in: RoomTransitionAnim.ts:111

Works like RoomTransitionAnim.FADE.


DEATH_CERTIFICATE: 20

Defined in: RoomTransitionAnim.ts:120

The player lies down, the screen fades to black, and the player lies down and gets up.

Ignores the direction, but using Direction.NO_DIRECTION will make the fade shorter.

The game is paused during the lying down and getting up animation.