Level Data
game_info
game_info: {
map: <name>,
game_type: <ffa/survival>,
state: <STARTING/STARTED/ENDING/ENDED/MATCH_COMPLETED>,
time_left_s, // time left in the round in secs,
friendly_fire: true/false,
latency, // ping ms to server (every second)
}
items
items: [
{
type: "coin",
id,
position: {x, y},
value,
points,
},
{
type: "big_potion",
id,
position: {x, y},
value, // not used
points,
},
{
type: "speed_zapper",
id,
position: {x, y},
value, // speed zap percentage
duration, // in seconds
points,
},
{
type: "ring",
id,
position: {x, y},
duration, // in seconds
points,
},
]
own_player
own_player: {
id,
type: "player",
display_name,
position: {x, y},
items: [
big_potions: [ {value} ],
speed_zappers: [ { value, duration }],
rings: [ { duration }],
],
max_health,
health,
base_speed, // base speed before penalities or boosts
attack_damage,
is_cloaked,
is_shield_ready,
shield_raised,
direction: <"left"/"right">,
is_attacking,
is_zapped,
is_boosted,
is_dashing,
is_dash_ready,
is_zap_ready,
is_colliding,
collisions : [{ relative_pos: { x, y }, type }]
is_frozen,
is_pushed,
unleashing_shockwave,
is_special_ready,
speech,
score,
levelling: {
level,
available_skill_points,
attack, // redeemed attack points
speed, // redeemed speed points
health, // redeemed health points
},
is_overclocking,
overclock_duration,
has_health_regen,
points, // base points (without penalties/bonuses applied)
}
players
players: [
{
id,
type: "player",
display_name,
position: {x, y},
health,
base_speed, // base speed before penalities or boosts
attack_damage,
shield_raised,
direction: <"left"/"right">,
is_attacking,
is_zapped,
is_boosted,
is_dashing,
is_frozen,
is_pushed,
unleashing_shockwave,
special_equipped,
speech,
score,
levelling: {
level,
},
is_overclocking,
has_health_regen,
points, // base points (without penalties/bonuses applied)
}
]
enemies
enemies: [
{
type: <wolf/ghoul/minotaur/tiny>
id,
position: {x, y},
health,
attack_damage,
is_zapped,
is_frozen,
is_pushed,
direction: <left/right>,
points,
}
]
obstacles
x,y
coordinates of tiles that are obstacles on the map.
Each object is 48x48.
obstacles: [
{
x,
y,
},
{
x,
y,
},
...
]
hazards
Hazards are things that can hurt you - bombs, icicles, lightning storms, etc.
hazards: [
{
id,
position,
attack_damage,
status: <charging/active/idle>,
type,
owner_id,
},
...
]
stats
stats: {
"<player_id_1>": {
score,
kills,
deaths,
coins,
kd_ratio,
kill_streak,
overclocks,
xps,
wolf_kills,
ghoul_kills,
tiny_kills,
minotaur_kills,
player_kills,
self_destructs,
}
"<player_id_2>": {
score,
kills,
deaths,
coins,
kd_ratio,
kill_streak,
overclocks,
xps,
wolf_kills,
ghoul_kills,
tiny_kills,
minotaur_kills,
player_kills,
self_destructs,
}
}