Documentation
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Index ¶
- type Client
- func (c *Client) Back() error
- func (c *Client) Close() error
- func (c *Client) Deploy(strategy string) error
- func (c *Client) EventBus() *bus.EventBus
- func (c *Client) GetState() *bus.GameStateEvent
- func (c *Client) ReturnHome() error
- func (c *Client) SkipBase() error
- func (c *Client) Swipe(x1, y1, x2, y2, durationMS int) error
- func (c *Client) Tap(x, y int) error
- func (c *Client) WaitForBotState(state string, timeout time.Duration) error
- func (c *Client) WaitForCondition(fn func(*bus.GameStateEvent) bool, timeout time.Duration) error
- func (c *Client) WaitForState(target bus.GameState, timeout time.Duration) error
- func (c *Client) ZoomIn() error
- func (c *Client) ZoomOut() error
- type Option
Constants ¶
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Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Client ¶
type Client struct {
// contains filtered or unexported fields
}
func (*Client) GetState ¶
func (c *Client) GetState() *bus.GameStateEvent
GetState returns the most recent state event. The returned event is a LIVE reference to the stored message (a protobuf, which must never be copied): treat it as read-only, and do not retain it across calls — a newer event replaces it at any time.
func (*Client) ReturnHome ¶
func (*Client) WaitForBotState ¶
func (*Client) WaitForCondition ¶
func (*Client) WaitForState ¶
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