attackRange
attackRange: number
attackSpeed
attackSpeed: number
autoPathing
autoPathing: boolean
avoidDistance
avoidDistance: number
avoidStrength
avoidStrength: number
axesThrown
axesThrown: number = 0
baseSpawnInterval
baseSpawnInterval: number
Readonly
canvasHeight
canvasHeight: number = 600
Readonly
canvasWidth
canvasWidth: number = 800
earlyLevelScaling
earlyLevelScaling: number
enemiesKilled
enemiesKilled: number = 0
enemiesSpawned
enemiesSpawned: number = 0
enemySpeed
enemySpeed: number
fleeRange
fleeRange: number
fleeStrength
fleeStrength: number
gameTime
gameTime: number = 0
heartDropRate
heartDropRate: number
heartsCollected
heartsCollected: number = 0
levelScaling
levelScaling: number
levelTimes
levelTimes: Record<number, string> = {}
minSpawnInterval
minSpawnInterval: number
paused
paused: boolean = false
projectileCount
projectileCount: number
projectileSpeed
projectileSpeed: number
showShop
showShop: boolean = false
singleEnemyLevel
singleEnemyLevel: number
xpCollected
xpCollected: number = 0
Core Game Class Handles the main game loop, state management, and coordination between systems