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five-on-it / apps/client/src/ui/Overlay / OverlayState

Interface: OverlayState ​

Defined in: apps/client/src/ui/Overlay.tsx:67

What the game loop publishes for the overlay.

Properties ​

optional banner?: BannerView

Defined in: apps/client/src/ui/Overlay.tsx:117

The banner of what just happened (died, a mission's end, a level reset), while it is shown.


busted? ​

optional busted?: number

Defined in: apps/client/src/ui/Overlay.tsx:111

The fine of the arrest just made, while it is shown.


chaos? ​

optional chaos?: ChaosHud

Defined in: apps/client/src/ui/Overlay.tsx:121

The chaos on the HUD: Cash raining on the street, the sewer's exits (Chaos.tsx).


clash? ​

optional clash?: VersionClash

Defined in: apps/client/src/ui/Overlay.tsx:105

The server is of another protocol: the two releases, and the game never starts.


clock? ​

optional clock?: string

Defined in: apps/client/src/ui/Overlay.tsx:125

The room clock as HH:MM, once the server said.


colliders? ​

optional colliders?: boolean

Defined in: apps/client/src/ui/Overlay.tsx:87

The collision wireframe is drawn over the level.


cops? ​

optional cops?: object

Defined in: apps/client/src/ui/Overlay.tsx:115

The players as the police: a cop's dispatch, the prison transports, the bounty board (Cops.tsx).

bounties ​

bounties: object

Whether their bounty board is on, and the room's bounties when it is.

bounties.list ​

list: object[]

bounties.on ​

on: boolean

cop? ​

optional cop?: object

Their dispatch, when they play the police.

cop.budget ​

budget: number = count

The team's budget now and at most (points).

cop.costs ​

costs: number[]

What each order costs (points), in COP_ORDERS' order.

cop.cuff? ​

optional cuff?: object

The cuffs under way: the robber's client id and how far along (0 to 1).

cop.cuff.client ​

client: number

cop.cuff.progress ​

progress: number

cop.dispatcher ​

dispatcher: boolean

Whether they took the Dispatcher's role (P2: orders at a point of the map).

cop.last? ​

optional last?: object

The answer to the cop's last order, and its number (one more each order).

cop.last.answer ​

answer: "rate" | "cooldown" | "failed" | "budget" | "ok" | "notCop" | "dispatcherOnly" | "noSuspect" | "noRoad" | "noBuilding" | "room"

cop.last.n ​

n: number = count

cop.last.order ​

order: "swat" | "roadblock" | "drone" | "cruiser"

cop.max ​

max: number = count

cop.ready ​

ready: number[]

The seconds before each order is the team's again, in COP_ORDERS' order.

cop.suspects ​

suspects: object[]

The robbers the police know of: where they last placed them (m), their stars, how long ago (s).

cop.units ​

units: object[]

The backup the team called that is still out: what, where (m), its seconds left.

transports ​

transports: object[]

The transports they ride or could stop.

type ​

type: "cops"


debug? ​

optional debug?: boolean

Defined in: apps/client/src/ui/Overlay.tsx:93

Whether the server honours the debug commands, as its welcome said: false greys the legend's chasers, Go to, the clock and the weather out under a line that says why; true, or unknown (before the welcome, or an older server's that says nothing), offers them.


disconnected? ​

optional disconnected?: boolean

Defined in: apps/client/src/ui/Overlay.tsx:99

The server closed the connection before the game could start.


fovMinimap? ​

optional fovMinimap?: boolean

Defined in: apps/client/src/ui/Overlay.tsx:83

The NPC view cones on the minimap.


fovScene? ​

optional fovScene?: boolean

Defined in: apps/client/src/ui/Overlay.tsx:81

The NPC view cones in the scene.


fullMap? ​

optional fullMap?: boolean

Defined in: apps/client/src/ui/Overlay.tsx:85

The full map is open (the map key, a click on the minimap, the phone's Map app).


hosting? ​

optional hosting?: string[]

Defined in: apps/client/src/ui/Overlay.tsx:107

Where friends on the network join the game this app hosts (192.168.1.23:7777), while it does.


hud ​

hud: HudState | undefined

Defined in: apps/client/src/ui/Overlay.tsx:69

The HUD numbers, or undefined until the game is connected.


hudVisible ​

hudVisible: boolean

Defined in: apps/client/src/ui/Overlay.tsx:75

The HUD block is shown (the H key and the HUD button toggle it).


invincible? ​

optional invincible?: boolean

Defined in: apps/client/src/ui/Overlay.tsx:95

The player's character shrugs off every hit, as the server says.


loading? ​

optional loading?: object

Defined in: apps/client/src/ui/Overlay.tsx:101

The level the welcome named, while it downloads: its bytes so far and in all (renderer/level-cache.ts).

received ​

received: number

total ​

total: number


map? ​

optional map?: MinimapData

Defined in: apps/client/src/ui/Overlay.tsx:77

The minimap's static layer, once the level is known.


markers? ​

optional markers?: MinimapMarkers

Defined in: apps/client/src/ui/Overlay.tsx:79

The minimap's moving layer.


maxHealth? ​

optional maxHealth?: number

Defined in: apps/client/src/ui/Overlay.tsx:97

The player's character's full health as the Player page last set it (a player's, 100, until then).


music ​

music: boolean

Defined in: apps/client/src/ui/Overlay.tsx:71

Music playing.


nightSight? ​

optional nightSight?: boolean

Defined in: apps/client/src/ui/Overlay.tsx:129

Whether the room's dark of night shortens sight (its weather's night).


pause? ​

optional pause?: object

Defined in: apps/client/src/ui/Overlay.tsx:133

The pause menu, while it is open: whether the room waits (frozen) and how many play in it.

frozen ​

frozen: boolean

players ​

players: number


police? ​

optional police?: PoliceView

Defined in: apps/client/src/ui/Overlay.tsx:113

The police's tells the HUD shows: the radio's lines of the last seconds, the drone or a camera on the player.


radio? ​

optional radio?: NowPlayingState

Defined in: apps/client/src/ui/Overlay.tsx:73

The radio's banner: what was tuned last (NowPlaying.tsx).


refused? ​

optional refused?: "full" | "unauthorized" | "kicked" | "noRoom" | "rooms" | "runs" | "restarting"

Defined in: apps/client/src/ui/Overlay.tsx:103

Why the room turned the page away (full, no such room, voted out, a join that ran out) or ended its game (the server restarting for maintenance), when it said: the HUD says it instead of its figures.


run? ​

optional run?: object

Defined in: apps/client/src/ui/Overlay.tsx:135

A run's room: the run as the server last said (its phase, its seats, its lives, its teams, its result).

debug? ​

optional debug?: boolean

game ​

game: string

id ​

id: string

lives? ​

optional lives?: object

lives.count ​

count: number

lives.left? ​

optional left?: number

lives.per ​

per: "player" | "team"

mission ​

mission: string

mode? ​

optional mode?: "solo" | "coop" | "versus"

phase ​

phase: "countdown" | "ended" | "gathering" | "live"

playtest? ​

optional playtest?: boolean

result? ​

optional result?: object

result.forfeit? ​

optional forfeit?: boolean

result.outcome ​

outcome: "failed" | "complete" | "won" | "draw" | "abandoned"

result.seats ​

seats: object[]

result.seconds ​

seconds: number

result.winner? ​

optional winner?: string

retries ​

retries: object

retries.left ​

left: number

retries.total ​

total: number

roles? ​

optional roles?: Record<string, ("driver" | "gunner" | "hacker" | "dispatcher" | "medic")[]>

The roles each team offers its players (P2, P3), by team id.

seat? ​

optional seat?: number

seats ​

seats: object[]

startsIn? ​

optional startsIn?: number

teams? ​

optional teams?: object[]

title ​

title: string

type ​

type: "run"


skip? ​

optional skip?: SkipNotice

Defined in: apps/client/src/ui/Overlay.tsx:131

Time skipped last (a mission's skipTime): the notice shows a few seconds.


social? ​

optional social?: SocialView

Defined in: apps/client/src/ui/Overlay.tsx:123

The social side: the room's roster and chat, friends, the party (renderer/social.ts).


stealth? ​

optional stealth?: Omit<{ alert: "search" | "normal" | "alert" | "caution" | "suspicious"; type: "stealth"; visibility: "seen" | "hidden"; }, "type">

Defined in: apps/client/src/ui/Overlay.tsx:119

The player's stealth (seen or hidden, the room's alert), where the room watches its players.


wanted? ​

optional wanted?: object

Defined in: apps/client/src/ui/Overlay.tsx:109

The player's Wanted level, once the server sent one.

car? ​

optional car?: number

heat ​

heat: number

seen ​

seen: boolean

stars ​

stars: number


watching? ​

optional watching?: number

Defined in: apps/client/src/ui/Overlay.tsx:137

A run's room: the seat the player watches while out of the run (none while in it).


weather? ​

optional weather?: string

Defined in: apps/client/src/ui/Overlay.tsx:127

The weather's kind now, once the server said.