BattleCity.Context (battle_city v0.1.6) View Source
Context
Link to this section Summary
Link to this section Types
Specs
Specs
object_struct() :: BattleCity.PowerUp.t() | BattleCity.Tank.t() | BattleCity.Bullet.t() | nil
Specs
t() :: %BattleCity.Context{
__counters__: map(),
__events__: [BattleCity.Event.t()],
__global_callbacks__: [callback_fn()],
__opts__: map(),
bot_loop_interval: integer(),
bullets: %{required(BattleCity.id()) => BattleCity.Bullet.t()},
enable_bot: boolean(),
level: BattleCity.level(),
loop_interval: integer(),
mock: boolean(),
objects: %{
required(BattleCity.Position.coordinate()) => %{
required(Object.t()) => Object.value()
}
},
power_ups: %{required(BattleCity.id()) => BattleCity.PowerUp.t()},
rest_enemies: integer(),
shovel?: boolean(),
slug: term(),
stage: BattleCity.Stage.t(),
state: state(),
tanks: %{required(BattleCity.id()) => BattleCity.Tank.t()},
timeout_interval: integer()
}
Link to this section Functions
Specs
all_path_object(t(), BattleCity.Position.t()) :: [ {Object.kv(), BattleCity.Position.direction()} ]
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bullet_grids(t()) :: [grid()]
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camp_direction?({Object.kv(), BattleCity.Position.direction()}, boolean()) ::
boolean()
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delete_object(t(), BattleCity.object_keys(), BattleCity.id()) :: t()
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grid(grid_struct()) :: grid()
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grids(t()) :: [grid()]
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handle_actions(t(), object_struct(), [BattleCity.ContextCallback.t()]) :: t()
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handle_object(t(), object_struct()) :: t()
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map_grids(t()) :: [grid()]
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object_grids(t(), nil | [BattleCity.short_type()]) :: [grid()]
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path_object(t(), BattleCity.Position.t(), BattleCity.Position.direction() | nil) :: [Object.kv()]
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put_changed_object(t(), object_struct()) :: t()
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put_object({t(), object_struct()}) :: t()
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put_object(t(), object_struct() | [object_struct()]) :: t()
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tank_grids(t()) :: [grid()]
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update_object_raw( t(), BattleCity.object_keys(), BattleCity.id(), update_raw_fun() ) :: t()
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update_object_raw!( t(), BattleCity.object_keys(), BattleCity.id(), update_raw_fun() ) :: t()