Documentation ¶
Overview ¶
Code generated by Tapestry; edit at your own risk.
Index ¶
Constants ¶
This section is empty.
Variables ¶
var Z_Types = typeinfo.TypeSet{
Name: "game",
Flow: z_flow_list,
Signatures: z_signatures,
}
package listing of type data
var Zt_LoadGame typeinfo.Flow
load_game, a type of flow.
var Zt_PrintVersion typeinfo.Flow
print_version, a type of flow.
var Zt_QuitGame typeinfo.Flow
quit_game, a type of flow.
var Zt_SaveGame typeinfo.Flow
save_game, a type of flow.
var Zt_UndoTurn typeinfo.Flow
undo_turn, a type of flow.
Functions ¶
This section is empty.
Types ¶
type LoadGame ¶
func (*LoadGame) Execute ¶
todo: it'd be nice for the user to be able to type a name for the file as part of the thing including a "request list of save files" type of command would either need a parser action that can transparently eat words "load name of my save" ( and change Signal into a struct with data ) -- could also have the play engine handle the player interaction -- but that seems less flexible.
type LoadGame_Slice ¶
type LoadGame_Slice []LoadGame
holds a slice of type load_game
func (*LoadGame_Slice) Repeats ¶
func (op *LoadGame_Slice) Repeats() bool
implements typeinfo.Repeats
func (*LoadGame_Slice) TypeInfo ¶
func (*LoadGame_Slice) TypeInfo() typeinfo.T
implements typeinfo.Instance
type PrintVersion ¶
func (*PrintVersion) Execute ¶
func (*PrintVersion) Execute(run rt.Runtime) (_ error)
alt: hoist a global object with predefined fields
func (*PrintVersion) GetMarkup ¶
func (op *PrintVersion) GetMarkup(ensure bool) map[string]any
implements typeinfo.Markup
func (*PrintVersion) TypeInfo ¶
func (*PrintVersion) TypeInfo() typeinfo.T
implements typeinfo.Instance
type PrintVersion_Slice ¶
type PrintVersion_Slice []PrintVersion
holds a slice of type print_version
func (*PrintVersion_Slice) Repeats ¶
func (op *PrintVersion_Slice) Repeats() bool
implements typeinfo.Repeats
func (*PrintVersion_Slice) TypeInfo ¶
func (*PrintVersion_Slice) TypeInfo() typeinfo.T
implements typeinfo.Instance
type QuitGame ¶
func (*QuitGame) Execute ¶
returns SignalQuit any prompting of the user ( ie. are you sure? ) should happen *before* quit is called.
type QuitGame_Slice ¶
type QuitGame_Slice []QuitGame
holds a slice of type quit_game
func (*QuitGame_Slice) Repeats ¶
func (op *QuitGame_Slice) Repeats() bool
implements typeinfo.Repeats
func (*QuitGame_Slice) TypeInfo ¶
func (*QuitGame_Slice) TypeInfo() typeinfo.T
implements typeinfo.Instance
type SaveGame_Slice ¶
type SaveGame_Slice []SaveGame
holds a slice of type save_game
func (*SaveGame_Slice) Repeats ¶
func (op *SaveGame_Slice) Repeats() bool
implements typeinfo.Repeats
func (*SaveGame_Slice) TypeInfo ¶
func (*SaveGame_Slice) TypeInfo() typeinfo.T
implements typeinfo.Instance
type Signal ¶
type Signal int
error code for system commands used by play/step to switch take some action as a side-effect a command
type UndoTurn_Slice ¶
type UndoTurn_Slice []UndoTurn
holds a slice of type undo_turn
func (*UndoTurn_Slice) Repeats ¶
func (op *UndoTurn_Slice) Repeats() bool
implements typeinfo.Repeats
func (*UndoTurn_Slice) TypeInfo ¶
func (*UndoTurn_Slice) TypeInfo() typeinfo.T
implements typeinfo.Instance