Tilemapval of_strings : Playground.number -> string list -> tval of_xpm : Playground.number -> string -> tval size : t -> Playground.numberval cols : t -> intval rows : t -> intval bounds : t -> Camera2d.rectval get : t -> int -> int -> char optionval to_strings : t -> string listval find : t -> char -> (int * int) listval center : t -> int -> int -> Playground.number * Playground.numberval cell : t -> Playground.number -> Playground.number -> int * intval tile_at : t -> Playground.number -> Playground.number -> char optionval view : (char -> Playground.shape) -> t -> Playground.shapeval view_visible :
Camera2d.rect ->
(char -> Playground.shape) ->
t ->
Playground.shapeval hits :
(char -> bool) ->
t ->
Playground.number ->
Playground.number ->
Playground.number ->
Playground.number ->
bool