b2b
board
connectedBoard
dynamic
events
falling
frame
frame: number
gameOptions
garbageQueue
glock
glock: number
handling
held
holdLocked
holdLocked: boolean
igeHandler
initializer
input
input: {
firstInputTime: number;
keys: {
hold: boolean;
rotate180: boolean;
rotateCCW: boolean;
rotateCW: boolean;
softDrop: boolean;
};
lastPieceTime: number;
lastShift: number;
lShift: {
arr: number;
das: number;
dir: -1;
held: boolean;
};
rShift: {
arr: number;
das: number;
dir: 1;
held: boolean;
};
time: {
frameoffset: number;
locked: boolean;
prev: number;
start: number;
zero: boolean;
};
}
lastSpin
lastWasClear
lastWasClear: boolean
misc
Optionalmultiplayer
multiplayer?: { options: MultiplayerOptions; passthrough: { network: boolean; replay: boolean; travel: boolean; }; targets: number[]; } pc
queue
InternalresCache
resCache: { garbage: { received: OutgoingGarbage[]; sent: number[]; }; keys: Key[]; lastLock: number; pieces: number; } spike
spike: {
count: number;
timer: number;
}
state
state: number
stats
stats: {
b2b: number;
combo: number;
garbage: {
attack: number;
cleared: number;
receive: number;
sent: number;
};
lines: number;
pieces: number;
}
stock
stock: number
subframe
subframe: number
StaticcolorMap
colorMap: {
bomb: ChalkInstance;
gb: ChalkInstance;
i: ChalkInstance;
j: ChalkInstance;
l: ChalkInstance;
o: ChalkInstance;
s: ChalkInstance;
t: ChalkInstance;
z: ChalkInstance;
} = ...
Return an engine with the same config. Does not preserve state.