@tamb/gamegrid
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    Interface IState

    activeCoords, prevCoords, and cell coords use [x, y] → column, then row (matrix[row][col]matrix[y][x]).

    const { activeCoords, moves, future } = grid.getState();
    grid.setStateSync({ activeCoords: [2, 1] });
    interface IState {
        activeCoords: number[];
        currentDirection?: string;
        future: number[][];
        moves: number[][];
        prevCoords: number[];
        region: IRegionTile | null;
        rendered?: boolean;
        zoom: IZoomBounds | null;
    }
    Index
    activeCoords: number[]

    Current focus column x, then row y. Same order as GameGrid.setActiveCell.

    currentDirection?: string

    Last cardinal direction string (directionEnum.UP, directionEnum.DOWN, ...).

    future: number[][]

    Oldest-first coords undone by GameGrid.rewind / GameGrid.rewindTo. GameGrid.unrewind / GameGrid.unrewindTo replay this stack. Cleared when a new cell lands (a real move, click, or GameGrid.moveTo step). Blocked stays do not clear it.

    moves: number[][]

    Chronological trail of landed [x, y] coords, oldest first. Includes the current cell. Length is capped by IOptions.rewindLimit. Blocked attempts are not recorded. Use GameGrid.rewind / GameGrid.rewindTo.

    prevCoords: number[]

    Last position before activeCoords updated.

    region: IRegionTile | null

    Last known region tile when IOptions.regionDivisions is set; otherwise null.

    rendered?: boolean

    true after GameGrid.render.

    zoom: IZoomBounds | null

    Current viewport window; null when zoom is cleared.