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284
src/types.d.ts
vendored
284
src/types.d.ts
vendored
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@ -1,153 +1,231 @@
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import { rawUpgrades } from "./rawUpgrades";
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import {rawUpgrades} from "./rawUpgrades";
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export type colorString = string;
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export type RawLevel = {
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name: string;
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size: number;
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bricks: string;
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svg: number | null;
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color: string;
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name: string;
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size: number;
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bricks: string;
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svg: number | null;
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color: string;
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};
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export type Level = {
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name: string;
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size: number;
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bricks: colorString[];
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svg: string;
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color: string;
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threshold: number;
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sortKey: number;
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name: string;
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size: number;
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bricks: colorString[];
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svg: string;
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color: string;
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threshold: number;
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sortKey: number;
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};
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export type Palette = { [k: string]: string };
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export type Upgrade = {
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threshold: number;
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giftable: boolean;
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id: PerkId;
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name: string;
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icon: string;
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max: number;
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help: (lvl: number) => string;
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fullHelp: string;
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requires: PerkId | "";
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threshold: number;
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giftable: boolean;
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id: PerkId;
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name: string;
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icon: string;
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max: number;
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help: (lvl: number) => string;
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fullHelp: string;
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requires: PerkId | "";
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};
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export type PerkId = (typeof rawUpgrades)[number]["id"];
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declare global {
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interface Window {
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webkitAudioContext?: typeof AudioContext;
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}
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interface Window {
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webkitAudioContext?: typeof AudioContext;
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}
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interface Document {
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webkitFullscreenEnabled?: boolean;
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webkitCancelFullScreen?: () => void;
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}
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interface Document {
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webkitFullscreenEnabled?: boolean;
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webkitCancelFullScreen?: () => void;
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}
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interface Element {
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webkitRequestFullscreen: typeof Element.requestFullscreen;
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}
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interface Element {
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webkitRequestFullscreen: typeof Element.requestFullscreen;
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}
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interface MediaStream {
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// https://devdoc.net/web/developer.mozilla.org/en-US/docs/Web/API/CanvasCaptureMediaStream.html
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// On firefox, the capture stream has the requestFrame option
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// instead of the track, go figure
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requestFrame?: () => void;
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}
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interface MediaStream {
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// https://devdoc.net/web/developer.mozilla.org/en-US/docs/Web/API/CanvasCaptureMediaStream.html
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// On firefox, the capture stream has the requestFrame option
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// instead of the track, go figure
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requestFrame?: () => void;
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}
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}
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export type BallLike = {
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x: number;
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y: number;
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vx?: number;
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vy?: number;
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x: number;
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y: number;
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vx?: number;
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vy?: number;
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};
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export type Coin = {
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points: number;
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color: colorString;
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x: number;
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y: number;
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previousX: number;
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previousY: number;
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vx: number;
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vy: number;
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sx: number;
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sy: number;
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a: number;
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sa: number;
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weight: number;
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destroyed?: boolean;
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coloredABrick?: boolean;
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points: number;
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color: colorString;
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x: number;
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y: number;
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previousX: number;
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previousY: number;
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vx: number;
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vy: number;
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sx: number;
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sy: number;
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a: number;
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sa: number;
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weight: number;
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destroyed?: boolean;
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coloredABrick?: boolean;
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};
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export type Ball = {
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x: number;
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previousX: number;
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y: number;
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previousY: number;
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vx: number;
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vy: number;
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previousVX: number;
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previousVY: number;
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sx: number;
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sy: number;
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sparks: number;
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piercedSinceBounce: number;
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hitSinceBounce: number;
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hitItem: { index: number; color: string }[];
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bouncesList: { x: number; y: number }[];
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sapperUses: number;
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destroyed?: boolean;
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x: number;
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previousX: number;
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y: number;
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previousY: number;
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vx: number;
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vy: number;
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previousVX: number;
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previousVY: number;
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sx: number;
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sy: number;
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sparks: number;
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piercedSinceBounce: number;
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hitSinceBounce: number;
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hitItem: { index: number; color: string }[];
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bouncesList: { x: number; y: number }[];
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sapperUses: number;
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destroyed?: boolean;
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};
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interface BaseFlash {
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time: number;
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color: colorString;
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duration: number;
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size: number;
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destroyed?: boolean;
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x: number;
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y: number;
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time: number;
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color: colorString;
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duration: number;
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size: number;
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destroyed?: boolean;
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x: number;
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y: number;
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}
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interface ParticleFlash extends BaseFlash {
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type: "particle";
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vx: number;
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vy: number;
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ethereal: boolean;
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type: "particle";
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vx: number;
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vy: number;
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ethereal: boolean;
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}
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interface TextFlash extends BaseFlash {
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type: "text";
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text: string;
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type: "text";
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text: string;
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}
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interface BallFlash extends BaseFlash {
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type: "ball";
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type: "ball";
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}
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export type Flash = ParticleFlash | TextFlash | BallFlash;
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export type RunStats = {
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started: number;
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levelsPlayed: number;
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runTime: number;
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coins_spawned: number;
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score: number;
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bricks_broken: number;
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misses: number;
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balls_lost: number;
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puck_bounces: number;
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upgrades_picked: number;
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max_combo: number;
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max_level: number;
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started: number;
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levelsPlayed: number;
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runTime: number;
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coins_spawned: number;
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score: number;
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bricks_broken: number;
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misses: number;
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balls_lost: number;
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puck_bounces: number;
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upgrades_picked: number;
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max_combo: number;
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max_level: number;
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};
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export type PerksMap = {
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[k in PerkId]: number;
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[k in PerkId]: number;
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};
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export type RunHistoryItem = RunStats & {
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perks?: PerksMap;
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appVersion?: string;
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perks?: PerksMap;
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appVersion?: string;
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};
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export type GameState = {
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// Width of the canvas element in pixels
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canvasWidth: number;
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// Height of the canvas element in pixels
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canvasHeight: number;
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// Distance between the left of the canvas and the left of the leftmost brick, in pixels
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offsetX: number;
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// Distance between the left of the canvas and the left border of the game area, in pixels.
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// Can be 0 when no border is shown
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offsetXRoundedDown: number;
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// Width of the bricks area, in pixels
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gameZoneWidth: number;
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// Width of the game area between the left and right borders, in pixels
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gameZoneWidthRoundedUp: number;
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// Height of the play area, between the top of the canvas and the bottom of the puck.
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// Does not include the finger zone on mobile.
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gameZoneHeight: number;
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// Size of one brick in pixels
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brickWidth: number;
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// Size of the current level's grid
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gridSize: number;
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// 0 based index of the current level in the run (level X / 7)
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currentLevel: number;
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// 10 levels selected randomly at start for the run
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runLevels: Level[];
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// Width of the puck in pixels, changed by some perks and resizes
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puckWidth: number;
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// perks the user currently has
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perks: PerksMap;
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// Base speed of the ball in pixels/tick
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baseSpeed: number;
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// Score multiplier
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combo: number;
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// Whether the game is running or paused
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running: boolean;
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// Position of the center of the puck on the canvas in pixels, from the left of the canvas.
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puckPosition: number;
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// Will be set if the game is about to be paused. Game pause is delayed by a few milliseconds if you pause a few times in a run,
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// to avoid abuse of the "release to pause" feature on mobile.
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pauseTimeout: NodeJS.Timeout | null;
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// Whether the game should be rendered at the next tick, even if the game is paused
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needsRender: boolean;
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// Current run score
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score: number;
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// levelTime of the last explosion, for screen shake
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lastExplosion: number;
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// High score at the beginning of the run
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highScore: number;
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// Balls currently in game, game over if it's empty
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balls: Ball[];
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// Color of the balls, can be changed by some perks
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ballsColor: colorString;
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// Array of bricks to display. 'black' means bomb. '' means no brick.
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bricks: colorString[];
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flashes: Flash[];
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coins: Coin[];
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levelStartScore: number;
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levelMisses: number;
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levelSpawnedCoins: number;
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lastPlayedCoinGrab: number;
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MAX_COINS: number;
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MAX_PARTICLES: number;
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puckColor: colorString;
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ballSize: number;
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coinSize: number;
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puckHeight: number;
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totalScoreAtRunStart: number;
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}
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export type RunParams={
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level?: string;
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levelToAvoid?:string;
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perks?:Partial<PerksMap>
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}
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