MatchStatus
A match as a view reads it: its rules, where it stands, its scores and members, and the verbs a page sends.
Properties
Section titled “Properties”| Property | Type | Description |
|---|---|---|
capacity |
number |
Its slots in all; Infinity for no cap. |
countdownRemainingSeconds |
number |
Seconds of its countdown left. |
elapsedSeconds |
number |
Simulated seconds it has played. |
entity |
MatchEntity |
The match’s entity, which startMatch and endMatch take. |
isOpen |
boolean |
Whether it takes joins. |
isOvertime |
boolean |
Whether it plays its overtime. |
lapEndSeconds |
readonly number[] |
The match’s seconds played as each of the reading player’s own laps counted, in order, from the race’s start, as MatchSlot reads them: elapsedSeconds less the last is the lap being driven. Empty for a page in no slot. |
laps |
number |
The laps that win it; 0 for none. |
lapsCompleted |
number |
Laps completed: a co-op match’s, or the reading player’s own. |
lapsOwed |
number |
The laps the reading player owes a lap line for crossing it backward, which the player’s next forward crossings pay: above 0, the player crossed the line backward and has not crossed back, the warning a HUD shows. 0 for a page in no slot. |
matchNumber |
number |
The contest it plays, from 1, which each reset raises. |
maxScore |
number |
The score that wins it whatever its lead; 0 for none. |
maxSpectators |
number |
The spectators it takes at once; 0 for none, and for a match with no queue. |
mode |
MatchMode |
Who its competitors are. |
name |
string |
What a directory and a sign show. |
outcome |
MatchOutcome |
How it ended for the reading player, which every member shares in a co-op match; None until it ends, and for a page in no slot. |
place |
number | null |
The reading player’s place, as the player’s slot reads it; null for a page in no slot. |
players |
readonly PlayerEntity[] |
Its members, in slot order. |
queue |
string | null |
The shared queue’s name it seats from, "" for a line of its own, null for none. |
reason |
string |
Why it ended: "time" at time, "forfeit", or the reason passed to end. |
remainingSeconds |
number |
Simulated seconds the match has left, never below zero; Infinity with no limit. |
reset |
() => Promise<SettledCommandResult<CommandHandle<{ match: EntityCommandField & object; }, NotEnded | HasQueue, undefined, false, false, "reset", false, false>>> |
Asks the room to reset a queue-less match that ended, by step, with no reload. |
restart |
() => Promise<SettledCommandResult<CommandHandle<{ }, NotEnded | NoScene | HasQueue, undefined, false, false, "restart", false, false>>> |
Asks the room to start the scene again once a queue-less match has ended, so every page gets the new match. |
results |
readonly MatchResult[] |
Each member’s result, frozen at its end; empty before. |
score |
number |
A co-op match’s shared score; in a match of teams or a free-for-all, the reading player’s own. |
scoreToWin |
number |
The score that wins the match; 0 for none. |
slots |
readonly MatchSlot[] |
Its held and taken slots. |
spectators |
readonly PlayerEntity[] |
The players watching it, in the order they started. |
start |
() => void |
Asks the next step to start the match where it waits, by command alone as in a room. |
state |
MatchState |
Where the match stands. |
teams |
readonly MatchSideStatus[] |
Each side, in a match of teams. |
timeUp |
MatchTimeUp |
How it ends as its clock runs out: with MatchTimeUp.NextScore and remainingSeconds at zero, the next score decides it, as a HUD’s “next point wins” says. |
winningTeam |
Team | null |
The side that won a match of teams, or null. |