import{_ as e,c as a,o as t,a as r}from"./app.ab34650d.js";const y=JSON.parse('{"title":"Module: data/projEntry","description":"","frontmatter":{"editLink":false},"headers":[{"level":2,"title":"Variables","slug":"variables"},{"level":3,"title":"hasWon","slug":"haswon"},{"level":2,"title":"Functions","slug":"functions"},{"level":3,"title":"fixOldSave","slug":"fixoldsave"},{"level":3,"title":"getInitialLayers","slug":"getinitiallayers"}],"relativePath":"api/modules/data/projEntry.md","lastUpdated":null}'),d={name:"api/modules/data/projEntry.md"},l=r('
\u2022 Const
hasWon: ComputedRef
<boolean
>
A computed ref whose value is true whenever the game is over.
profectus/src/data/projEntry.tsx:88
\u25B8 fixOldSave(oldVersion
, player
): void
Given a player save data object being loaded with a different version, update the save data object to match the structure of the current version.
Name | Type | Description |
---|---|---|
oldVersion | undefined | string | The version of the save being loaded in |
player | Partial <PlayerData > | The save data being loaded in |
void
\u25B8 getInitialLayers(player
): GenericLayer
[]
Given a player save data object being loaded, return a list of layers that should currently be enabled. If your project does not use dynamic layers, this should just return all layers.
Name | Type |
---|---|
player | Partial <PlayerData > |