mwg API
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    Interface Wave<T>

    One wave: entries spawn spread evenly across duration seconds, starting delay seconds after the spawner itself starts (not after the previous wave ends - waves may overlap, which is exactly what a game escalating toward a boss often wants).

    interface Wave<T> {
        delay: number;
        duration?: number;
        entries: readonly { count: number; kind: T }[];
    }

    Type Parameters

    • T
    Index
    delay: number
    duration?: number

    spread entries across this many seconds; 0 (the default) spawns them all at once

    entries: readonly { count: number; kind: T }[]