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nes-tetris-representation

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A set of types and classes that represent the pieces, movement, and rng of NES Tetris

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.BlockValue = exports.Orientation = exports.PieceList = exports.Piece = void 0; var Piece; (function (Piece) { Piece[Piece["I"] = 0] = "I"; Piece[Piece["O"] = 1] = "O"; Piece[Piece["T"] = 2] = "T"; Piece[Piece["J"] = 3] = "J"; Piece[Piece["L"] = 4] = "L"; Piece[Piece["S"] = 5] = "S"; Piece[Piece["Z"] = 6] = "Z"; })(Piece = exports.Piece || (exports.Piece = {})); exports.PieceList = [ { value: Piece.I, label: 'I' }, { value: Piece.O, label: 'O' }, { value: Piece.T, label: 'T' }, { value: Piece.J, label: 'J' }, { value: Piece.L, label: 'L' }, { value: Piece.S, label: 'S' }, { value: Piece.Z, label: 'Z' }, ]; var Orientation; (function (Orientation) { Orientation[Orientation["Down"] = 0] = "Down"; Orientation[Orientation["Right"] = 1] = "Right"; Orientation[Orientation["Up"] = 2] = "Up"; Orientation[Orientation["Left"] = 3] = "Left"; })(Orientation = exports.Orientation || (exports.Orientation = {})); ; // Yeah, yeah, transparent's not a real thing. But I'm gonna use it in so many places that I'm putting it here! var BlockValue; (function (BlockValue) { BlockValue[BlockValue["EMPTY"] = 0] = "EMPTY"; BlockValue[BlockValue["ACTIVE_1"] = 1] = "ACTIVE_1"; BlockValue[BlockValue["ACTIVE_2"] = 2] = "ACTIVE_2"; BlockValue[BlockValue["ACTIVE_3"] = 3] = "ACTIVE_3"; BlockValue[BlockValue["TRANSPARENT_1"] = 4] = "TRANSPARENT_1"; BlockValue[BlockValue["TRANSPARENT_2"] = 5] = "TRANSPARENT_2"; BlockValue[BlockValue["TRANSPARENT_3"] = 6] = "TRANSPARENT_3"; })(BlockValue = exports.BlockValue || (exports.BlockValue = {}));