Slopeval mode_of : Playground.number -> modeval down : mode -> Playground.number * Playground.numberval ground :
tiles:((int * int) -> surface option) ->
size:int ->
?reach:int ->
mode ->
(Playground.number * Playground.number) ->
(Playground.number * Playground.number) optionval block : int -> surfaceval slope : int -> from_:int -> to_:int -> surfaceval ring :
int ->
cx:Playground.number ->
cy:Playground.number ->
radius:Playground.number ->
thickness:Playground.number ->
inside:bool ->
surfaceval empty : int -> surface