dungeon-sdk-drikkx
Version:
Shared types and entities for the Dungeon game
46 lines • 1.85 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", { value: true });
exports.WaveStatus = exports.RoomStatus = exports.RoomType = exports.DungeonStatus = exports.DungeonDifficulty = exports.DungeonTheme = void 0;
// ====================================
// Dungeon Enums
// ====================================
var DungeonTheme;
(function (DungeonTheme) {
DungeonTheme["CAVE"] = "CAVE";
DungeonTheme["FOREST"] = "FOREST";
DungeonTheme["RUINS"] = "RUINS";
DungeonTheme["CASTLE"] = "CASTLE";
})(DungeonTheme || (exports.DungeonTheme = DungeonTheme = {}));
var DungeonDifficulty;
(function (DungeonDifficulty) {
DungeonDifficulty["EASY"] = "EASY";
DungeonDifficulty["MEDIUM"] = "MEDIUM";
DungeonDifficulty["HARD"] = "HARD";
DungeonDifficulty["ELITE"] = "ELITE";
})(DungeonDifficulty || (exports.DungeonDifficulty = DungeonDifficulty = {}));
var DungeonStatus;
(function (DungeonStatus) {
DungeonStatus["WAITING"] = "WAITING";
DungeonStatus["IN_PROGRESS"] = "IN_PROGRESS";
DungeonStatus["COMPLETED"] = "COMPLETED";
DungeonStatus["FAILED"] = "FAILED";
})(DungeonStatus || (exports.DungeonStatus = DungeonStatus = {}));
var RoomType;
(function (RoomType) {
RoomType["COMBAT"] = "COMBAT";
RoomType["ELITE"] = "ELITE";
RoomType["BOSS"] = "BOSS";
})(RoomType || (exports.RoomType = RoomType = {}));
var RoomStatus;
(function (RoomStatus) {
RoomStatus["PENDING"] = "PENDING";
RoomStatus["IN_PROGRESS"] = "IN_PROGRESS";
RoomStatus["COMPLETED"] = "COMPLETED";
})(RoomStatus || (exports.RoomStatus = RoomStatus = {}));
var WaveStatus;
(function (WaveStatus) {
WaveStatus["PENDING"] = "PENDING";
WaveStatus["IN_PROGRESS"] = "IN_PROGRESS";
WaveStatus["COMPLETED"] = "COMPLETED";
})(WaveStatus || (exports.WaveStatus = WaveStatus = {}));
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