Documentation ¶
Overview ¶
Package cards generated by go-bindata.// sources: cards.json
Index ¶
- Variables
- func Asset(name string) ([]byte, error)
- func AssetDir(name string) ([]string, error)
- func AssetInfo(name string) (os.FileInfo, error)
- func AssetNames() []string
- func MustAsset(name string) []byte
- func RestoreAsset(dir, name string) error
- func RestoreAssets(dir, name string) error
- func SplitCards(n int) (decks [][]Card)
- type Card
Constants ¶
This section is empty.
Variables ¶
var ( AllCards []Card AvailCards []Card // Like AllCards, but is modified when cards are removed from the deck )
Functions ¶
func Asset ¶
Asset loads and returns the asset for the given name. It returns an error if the asset could not be found or could not be loaded.
func AssetDir ¶
AssetDir returns the file names below a certain directory embedded in the file by go-bindata. For example if you run go-bindata on data/... and data contains the following hierarchy:
data/ foo.txt img/ a.png b.png
then AssetDir("data") would return []string{"foo.txt", "img"} AssetDir("data/img") would return []string{"a.png", "b.png"} AssetDir("foo.txt") and AssetDir("nonexistent") would return an error AssetDir("") will return []string{"data"}.
func AssetInfo ¶
AssetInfo loads and returns the asset info for the given name. It returns an error if the asset could not be found or could not be loaded.
func MustAsset ¶
MustAsset is like Asset but panics when Asset would return an error. It simplifies safe initialization of global variables.
func RestoreAsset ¶
RestoreAsset restores an asset under the given directory
func RestoreAssets ¶
RestoreAssets restores an asset under the given directory recursively
func SplitCards ¶
SplitCards will create two decks of even size and return those. Cards returned are removed from the deck of all available cards
Types ¶
type Card ¶
type Card struct { Name string NumEngines int `readable:"Number of engines"` // <- this weird string thing is called a struct tag MaxPax int `readable:"Maximum passenger count"` Range int `readable:"Range"` Cost int `readable:"Cost when new"` }
func Deal ¶
Deal will select n cards from the deck of available cards at random, remove them from that deck, and return them in a new mini-deck
func (Card) GetReadableNames ¶
GetReadableNames iterates all attributes of a given card `c`, and generates a slice of any struct tag that has the readable field set. This is slightly confusing to do, but works well.
func (Card) GetValueByReadable ¶
GetValueByReadable takes the readable name of an attribute and returns the value of that attribute, if it exists. This assumes that only integer values have `readable` tags attached to them. If an attribute that is not an integer is read from by this function, it will panic and crash the application.