export declare enum RoomTransitionAnim {
    /**
     * 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.
     */
    WALK = 0,
    /**
     * The fade-in / fade-out used for Mom's Hand. If the direction is `Direction.NO_DIRECTION`, the
     * fade will be shorter.
     */
    FADE = 1,
    /**
     * The fade + pixelation effect used for secret item dungeon. (Direction does not affect the
     * pixelation length.)
     */
    PIXELATION = 2,
    /**
     * 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.
     */
    TELEPORT = 3,
    /**
     * 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.
     */
    MAZE = 4,
    /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */
    ANKH = 5,
    /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */
    DEAD_CAT = 6,
    /**
     * Plays `SoundEffect.ONE_UP` upon entering the room.
     *
     * Works like `RoomTransitionAnim.MAZE` with respect to the direction used.
     */
    ONE_UP = 7,
    /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */
    COLLAR = 8,
    /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */
    JUDAS_SHADOW = 9,
    /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */
    LAZARUS = 10,
    /**
     * 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.
     */
    WOMB_TELEPORT = 11,
    /**
     * For the Glowing Hourglass teleport.
     *
     * Using this animation will ignore the room index and the direction provided.
     */
    GLOWING_HOURGLASS = 12,
    /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */
    D7 = 13,
    /** Works like `RoomTransitionAnim.MAZE` with respect to the direction used. */
    MISSING_POSTER = 14,
    /** No transition; goes directly to the boss intro cutscene (for the Backasswards challenge). */
    BOSS_FORCED = 15,
    /**
     * For a Card Reading teleport.
     *
     * Works like `RoomTransitionAnim.WOMB_TELEPORT`.
     */
    PORTAL_TELEPORT = 16,
    /**
     * For the Forgotten's Birthright effect.
     *
     * Works like `RoomTransitionAnim.FADE`.
     */
    FORGOTTEN_TELEPORT = 17,
    /**
     * Plays the mirror exit sound and a fade to white animation.
     *
     * If the direction is `Direction.NO_DIRECTION`, the fade will be shorter.
     */
    FADE_MIRROR = 18,
    /** Works like `RoomTransitionAnim.FADE`. */
    MINECART = 19,
    /**
     * 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.
     */
    DEATH_CERTIFICATE = 20
}
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