Constructs a game window including a playground of 10 by 10 cells (60 pixels wide)
with possibly a navigation bar and a visible red grid but no background image.
Constructs a game window including a playground with possibly a
navigation bar, possibly a visible grid, possibly a background image
and possibly no decoration.
Constructs a game window including a playground with possibly a
navigation bar, possibly a visible grid, possibly a background image and
and possibly no decoration.
Gets the adjacent location of a cell where an displacement arrow from the
current center of the current cell with given direction and
length = (distance + epsilon) * cellSize ends up.
Returns the current center of tile at given map location with respect
to the playground coordinate system (origin at upper left vertex,
x-coordinate to the left, y-coordinate downwards).
Returns all collision candidates who belongs to a given class whose collision areas
of the image with given sprite id intersects the circle with specified radius.
Returns current position of upper left vertex with respect to the
playground coordinate system (origin at upper left vertex, x-coordinate to the left,
y-coordinate downwards).
Returns the rank name as string for the given card number
The cards are numbered from 0 in the suit and rank priority order given when
the deck is created (the following numbering is used: all card from high
to low rank of the cards in the highest priority suit, in the next suit, etc.)
Returns a list with actor references of all actors of the given class whose
touched area (of type IMAGE, RECTANGLE or CIRCLE) intersects with the current mouse
cursor location.
Returns the current coordinates of the upper left vertex of tile at given
map location with respect to the playground coordinate system (origin
at upper left vertex, x-coordinate to the left, y-coordinate downwards).