interface Events {
    falling.lock: LockRes;
    garbage.cancel: {
        amount: number;
        iid: number;
        size: number;
    };
    garbage.confirm: {
        frame: number;
        gameid: number;
        iid: number;
    };
    garbage.receive: {
        amount: number;
        iid: number;
        originalAmount: number;
    };
    garbage.tank: {
        amount: number;
        column: number;
        iid: number;
        size: number;
    };
    queue.add: Engine.Mino[];
}

Properties

falling.lock: LockRes

Fired whenever a piece locks.

garbage.cancel: {
    amount: number;
    iid: number;
    size: number;
}

Fired immediately after garbage is cancelled.

Type declaration

  • amount: number

    The amount of garbage that was cancelled

  • iid: number

    The garbage's interaction id

  • size: number

    The width of the would-be garbage

garbage.confirm: {
    frame: number;
    gameid: number;
    iid: number;
}

Fired when garbage is confirmed (interaction_confirm ige). This starts the cancel timer (usually 20 frames)

Type declaration

  • frame: number

    The frame to start timer at

  • gameid: number

    The sender's game id

  • iid: number

    The garbage's interaction id

garbage.receive: {
    amount: number;
    iid: number;
    originalAmount: number;
}

Fired when garbage is recieved, immediately after it is added to the garbage queue

Type declaration

  • amount: number

    The amount added to the garbage queue after passthrough canceling

  • iid: number

    The garbage's interaction id

  • originalAmount: number

    The original amount recieved before passthrough cancelling

garbage.tank: {
    amount: number;
    column: number;
    iid: number;
    size: number;
}

Fired immediately after garbage is tanked.

Type declaration

  • amount: number

    The height of the garbage column

  • column: number

    The garbage's spawn column (0-indexed)

  • iid: number

    The garbage's interaction id

  • size: number

    The width of the garbage column

queue.add: Engine.Mino[]

Fired whenever a new set of pieces is added to the queue.