b2b
board
dynamic
events
falling
frame
frame: number
gameOptions
garbageQueue
glock
glock: number
handling
held
holdLocked
holdLocked: boolean
igeHandler
initializer
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: { 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
practice
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
time
time: { frameOffset: 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.