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Class: Piece<G, P>

Pieces are game elements that can move during play

Type parameters​

NameType
Gextends Game
Pextends Player = NonNullable<G["player"]>

Hierarchy​

Adjacency​

isAdjacentTo​

▸ isAdjacentTo(element): boolean

If this element is adjacent to some other element, using the nearest containing space that has an adjacency map.

Parameters​

NameType
elementGameElement<BaseGame, BasePlayer>

Returns​

boolean

Inherited from​

GameElement.isAdjacentTo

Defined in​

boardzilla-core/src/board/element.ts:540


distanceTo​

▸ distanceTo(element): number

Finds the shortest distance between two spaces

Parameters​

NameTypeDescription
elementGameElement<BaseGame, BasePlayer>element to measure distance to

Returns​

number

Inherited from​

GameElement.distanceTo

Defined in​

boardzilla-core/src/board/element.ts:552


adjacencies​

▸ adjacencies<F>(className, ...finders): ElementCollection<F>

Find all elements adjacent based on row/column placement or based on this element having connections created by Space#connectTo. Uses the same parameters as GameElement#all

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

ElementCollection<F>

Inherited from​

GameElement.adjacencies

Defined in​

boardzilla-core/src/board/element.ts:564


withinDistance​

▸ withinDistance<F>(distance, className, ...finders): ElementCollection<F>

Finds all spaces connected to this space by a distance no more than distance

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
distancenumber
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

ElementCollection<F>

Inherited from​

GameElement.withinDistance

Defined in​

boardzilla-core/src/board/element.ts:578


setShape​

▸ setShape(...shape): void

Set an irregular shape for this element. This is only meaningful for the purposes of finding specifically adjacent cells when placed into a PieceGrid. See PieceGrid#adjacenciesByCell. When rendered in a PieceGrid, the element will have a size large enough to fill the appropriate number of spaces in the grid, but it's appearance is otherwise unaffected and will be based on appearance. When not rendered in a PieceGrid, the element will take up a single cell but will be scaled relatively to other elements with a shape in the same layout.

Parameters​

NameTypeDescription
...shapestring[]A set of single characters used as labels for each cell. The cell label characters are provided as an array of strings, with each string being one row of cell labels, with spaces used to indicate empty "holes" in the shape. Each row must be the same length. The specific non-space characters used are used for labelling the adjacencies in PieceGrid#adjacenciesByCell but are otherwise unimportant.

Returns​

void

Example

domino12.setShape(
'12'
);

tetrisPiece.setShape(
'XX ',
' XX'
);

Inherited from​

GameElement.setShape

Defined in​

boardzilla-core/src/board/element.ts:902


setEdges​

▸ setEdges(edges): void

Set the edge labels for this element. These are only meaningful for the purposes of finding specifically adjacent edges when placed into a PieceGrid. See PieceGrid#adjacenciesByEdge.

Parameters​

NameTypeDescription
edgesPartial<Record<Direction, string>> | Record<string, Partial<Record<Direction, string>>>A set of edge labels for each cell label provided by setShape. For simple 1-celled shapes, the edges can be provided without cell labels.

Returns​

void

Example

// a bridge tile with a road leading from left to right and a river leading
// from top to bottom.
simpleTile.setEdge(
up: 'river',
down: 'river',
left: 'road'
right: 'road'
});

// A tetris-shaped tile with sockets coming out either "end"
tetrisPiece.setShape(
'AX ',
' XB'
);
tetrisPiece.setEdge({
A: {
left: 'socket'
},
B: {
right: 'socket'
}
});

Inherited from​

GameElement.setEdges

Defined in​

boardzilla-core/src/board/element.ts:947

Other​

layoutAsDrawer​

▸ layoutAsDrawer(applyTo, attributes): void

Creates a collapsible drawer layout for a Space within this Element. This is like GameElement#layout except for one specific Space, with additional parameters that set the behaviour/appearance of the drawer. A tab will be attached the drawer that will allow it be opened/closed.

Parameters​

NameTypeDescription
applyTostring | Space<G, P>The Space for the drawer. Either the Space itself or its name.
attributesObject-
attributes.area?Box-
attributes.openDirection"left" | "right" | "up" | "down"-
attributes.tab?ReactNode-
attributes.closedTab?ReactNode-
attributes.openIf?(actions: { name: string ; args: Record<string, Argument> }[]) => boolean-
attributes.closeIf?(actions: { name: string ; args: Record<string, Argument> }[]) => boolean-

Returns​

void

Inherited from​

GameElement.layoutAsDrawer

Defined in​

boardzilla-core/src/board/element.ts:1157


layoutAsTabs​

▸ layoutAsTabs(tabs, attributes): void

Creates a tabbed layout for a set of Space's within this Element. This is like GameElement#layout except for a set of Spaces, with additional parameters that set the behaviour/appearance of the tabs. Each Space will be laid out into the same area, with a set of tabs attached to allow the Player or the game rules to select which tab is shown.

Parameters​

NameTypeDescription
tabsRecord<string, string | Space<G, P>>JSX for the appearance of the tabs as a set of key-value pairs
attributesObject-
attributes.area?Box-
attributes.tabDirection"left" | "right" | "up" | "down"-
attributes.tabs?Record<string, ReactNode>-
attributes.setTabTo?(actions: { name: string ; args: Record<string, Argument> }[]) => string-

Returns​

void

Inherited from​

GameElement.layoutAsTabs

Defined in​

boardzilla-core/src/board/element.ts:1185


layoutAsPopout​

▸ layoutAsPopout(applyTo, attributes): void

Hides a Space within this element and replaces it with popout button. Clicking on the button opens this Space in a full-board modal. This is like GameElement#layout except for one Space, with additional parameters that set the behaviour/appearance of the popout modal.

Parameters​

NameTypeDescription
applyTostring | Space<G, P>The Space for the popout. Either a Space or the name of a Space.
attributesObject-
attributes.area?Box-
attributes.buttonReactNode-
attributes.popoutMargin?number | { top: number ; bottom: number ; left: number ; right: number }-

Returns​

void

Inherited from​

GameElement.layoutAsPopout

Defined in​

boardzilla-core/src/board/element.ts:1213

Queries​

name​

• name: string

Element name, used to distinguish elements. Elements with the same name are generally considered indistibuishable. Names are also used for easy searching of elements.

Inherited from​

GameElement.name

Defined in​

boardzilla-core/src/board/element.ts:241


player​

• Optional player: P

Player with which this element is identified. This does not affect behaviour but will mark the element as mine in queries in the context of this player (during an action taken by a player or while the game is viewed by a given player.).

Inherited from​

GameElement.player

Defined in​

boardzilla-core/src/board/element.ts:250


all​

▸ all<F>(className, ...finders): ElementCollection<F>

Finds all elements within this element recursively that match the arguments provided.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameTypeDescription
classNameElementClass<F>Optionally provide a class as the first argument as a class filter. This will only match elements which are instances of the provided class
...findersElementFinder<F>[]All other parameters are filters. See ElementFinder for more information.

Returns​

ElementCollection<F>

An ElementCollection of as many matching elements as can be found. The collection is typed to ElementCollection<className> if one was provided.

Inherited from​

GameElement.all

Defined in​

boardzilla-core/src/board/element.ts:379


first​

▸ first<F>(className, ...finders): undefined | F

Finds the first element within this element recursively that matches the arguments provided. See all for parameter details.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

undefined | F

A matching element, if found

Inherited from​

GameElement.first

Defined in​

boardzilla-core/src/board/element.ts:391


firstN​

▸ firstN<F>(n, className, ...finders): ElementCollection<F>

Finds the first n elements within this element recursively that match the arguments provided. See all for parameter details.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameTypeDescription
nnumbernumber of matches
classNameElementClass<F>-
...findersElementFinder<F>[]-

Returns​

ElementCollection<F>

An ElementCollection of as many matching elements as can be found, up to n. The collection is typed to ElementCollection<className> if one was provided.

Inherited from​

GameElement.firstN

Defined in​

boardzilla-core/src/board/element.ts:407


last​

▸ last<F>(className, ...finders): undefined | F

Finds the last element within this element recursively that matches the arguments provided. See all for parameter details.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

undefined | F

A matching element, if found

Inherited from​

GameElement.last

Defined in​

boardzilla-core/src/board/element.ts:419


lastN​

▸ lastN<F>(n, className, ...finders): ElementCollection<F>

Finds the last n elements within this element recursively that match the arguments provided. See all for parameter details.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameTypeDescription
nnumbernumber of matches
classNameElementClass<F>-
...findersElementFinder<F>[]-

Returns​

ElementCollection<F>

An ElementCollection of as many matching elements as can be found, up to n. The collection is typed to ElementCollection<className> if one was provided.

Inherited from​

GameElement.lastN

Defined in​

boardzilla-core/src/board/element.ts:435


top​

▸ top<F>(className, ...finders): undefined | F

Alias for first

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

undefined | F

Inherited from​

GameElement.top

Defined in​

boardzilla-core/src/board/element.ts:446


topN​

▸ topN<F>(n, className, ...finders): ElementCollection<F>

Alias for firstN

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
nnumber
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

ElementCollection<F>

Inherited from​

GameElement.topN

Defined in​

boardzilla-core/src/board/element.ts:456


bottom​

▸ bottom<F>(className, ...finders): undefined | F

Alias for last

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

undefined | F

Inherited from​

GameElement.bottom

Defined in​

boardzilla-core/src/board/element.ts:466


bottomN​

▸ bottomN<F>(n, className, ...finders): ElementCollection<F>

Alias for lastN

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
nnumber
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

ElementCollection<F>

Inherited from​

GameElement.bottomN

Defined in​

boardzilla-core/src/board/element.ts:476


next​

▸ next<F>(this, ...finders): undefined | F

Finds next element in this element's Space of the same class that matches the arguments provided, e.g. the next card after this one in the same pile.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameTypeDescription
thisF-
...findersElementFinder<F>[]any number of ElementFinder arguments to filter

Returns​

undefined | F

Inherited from​

GameElement.next

Defined in​

boardzilla-core/src/board/element.ts:489


previous​

▸ previous<F>(this, ...finders): undefined | F

Finds previous element in this element's Space of the same class that matches the arguments provided, e.g. the previous card before this one in the same pile.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameTypeDescription
thisF-
...findersElementFinder<F>[]any number of ElementFinder arguments to filter

Returns​

undefined | F

Inherited from​

GameElement.previous

Defined in​

boardzilla-core/src/board/element.ts:502


others​

▸ others<F>(className, ...finders): ElementCollection<F>

Finds "sibling" elements (elements that are directly inside the parent of this element) that match the arguments provided. See all for parameter details.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

ElementCollection<F>

Inherited from​

GameElement.others

Defined in​

boardzilla-core/src/board/element.ts:513


has​

▸ has<F>(className, ...finders): boolean

Return whether any element within this element recursively matches the arguments provided. See all for parameter details.

Type parameters​

NameType
Fextends GameElement<BaseGame, BasePlayer>

Parameters​

NameType
classNameElementClass<F>
...findersElementFinder<F>[]

Returns​

boolean

Inherited from​

GameElement.has

Defined in​

boardzilla-core/src/board/element.ts:525


container​

▸ container<T>(className?): undefined | T

Returns this elements parent.

Type parameters​

NameType
Textends GameElement<BaseGame, BasePlayer>

Parameters​

NameTypeDescription
className?ElementClass<T>If provided, searches up the parent tree to find the first matching element. E.g. if a Token is placed on a Card in a players Tableau. calling token.container(Tableau) can be used to find the grandparent.

Returns​

undefined | T

Inherited from​

GameElement.container

Defined in​

boardzilla-core/src/board/element.ts:611


containerWithProperty​

▸ containerWithProperty(property, value?): undefined | GameElement<BaseGame, BasePlayer>

Returns this elements containing element that also has a given property.

Parameters​

NameType
propertystring
value?any

Returns​

undefined | GameElement<BaseGame, BasePlayer>

Inherited from​

GameElement.containerWithProperty

Defined in​

boardzilla-core/src/board/element.ts:622


mine​

• get mine(): boolean

Whether this element belongs to the player viewing the game. A player is considered to be currently viewing the game if this is called in the context of an action taken by a given player (during an action taken by a player or while the game is viewed by a given player.) It is an error to call this method when not in the context of a player action. When querying for elements using ElementFinder such as all and first, mine is available as a search key that accepts a value of true/false

Returns​

boolean

Inherited from​

GameElement.mine

Defined in​

boardzilla-core/src/board/element.ts:679

Structure​

row​

• Optional row: number

Row of element within its layout grid if specified directly or by a "sticky" layout.

Inherited from​

GameElement.row

Defined in​

boardzilla-core/src/board/element.ts:257


column​

• Optional column: number

Column of element within its layout grid if specified directly or by a "sticky" layout.

Inherited from​

GameElement.column

Defined in​

boardzilla-core/src/board/element.ts:264


game​

• game: G

The Game to which this element belongs

Inherited from​

GameElement.game

Defined in​

boardzilla-core/src/board/element.ts:272


constructor​

• new Piece<G, P>(ctx): Piece<G, P>

Do not use the constructor directly. Instead Call GameElement#create or GameElement#createMany on the element in which you want to create a new element.

Type parameters​

NameType
Gextends Game<BaseGame, BasePlayer>
Pextends Player<BaseGame, BasePlayer> = NonNullable<G["player"]>

Parameters​

NameType
ctxPartial<ElementContext>

Returns​

Piece<G, P>

Inherited from​

GameElement.constructor

Defined in​

boardzilla-core/src/board/element.ts:319


toString​

▸ toString(): string

String used for representng this element in game messages when the object is passed directly, e.g. when taking the choice directly from a chooseOnBoard choice.

Returns​

string

Inherited from​

GameElement.toString

Defined in​

boardzilla-core/src/board/element.ts:351


setOrder​

▸ setOrder(order): void

Set this class to use a different ordering style.

Parameters​

NameTypeDescription
orderundefined | "normal" | "stacking"ordering style - "normal": Elements placed into this element are put at the end of the list (default) - "stacking": Used primarily for stacks of cards. Elements placed into this element are put at the beginning of the list. E.g. if a stack of cards has order set to stacking the first method will return the last card placed in the stack, rather than the first one placed in the stack. Hidden items in the stack are not tracked or animated while reordered to prevent their identity from being exposed as they move

Returns​

void

Inherited from​

GameElement.setOrder

Defined in​

boardzilla-core/src/board/element.ts:599


isEmpty​

▸ isEmpty(): boolean

Returns whether this element has no elements placed within it.

Returns​

boolean

Inherited from​

GameElement.isEmpty

Defined in​

boardzilla-core/src/board/element.ts:633


sortBy​

▸ sortBy(key, direction?): ElementCollection<GameElement<G, P>>

Sorts the elements directly contained within this element by some Sorter.

Parameters​

NameType
keyGenericSorter | GenericSorter[]
direction?"desc" | "asc"

Returns​

ElementCollection<GameElement<G, P>>

Inherited from​

GameElement.sortBy

Defined in​

boardzilla-core/src/board/element.ts:641


shuffle​

▸ shuffle(): void

re-orders the elements directly contained within this element randomly.

Returns​

void

Inherited from​

GameElement.shuffle

Defined in​

boardzilla-core/src/board/element.ts:649


owner​

• get owner(): undefined | P

The player that owns this element, or the first element that contains this element searching up through the parent hierarchy. This is related to, but different than player. E.g. if a standard playing card is in a player's hand, typically the hand.player will be assigned to that player but the card itself would not have a player. In this case the card.owner() will equal the player in whose hand the card is placed.

Returns​

undefined | P

Inherited from​

GameElement.owner

Defined in​

boardzilla-core/src/board/element.ts:664


create​

▸ create<T>(className, name, attributes?): T

Create an element inside this element. This can only be called during the game setup (see createGame. Any game elements that are required must be created before the game starts. Elements that only appear later in the game can be created inside the Game#pile or made invisible.

Type parameters​

NameType
Textends GameElement<BaseGame, BasePlayer>

Parameters​

NameTypeDescription
classNameElementClass<T>Class to create. This class must be included in the elementClasses in createGame.
namestringSets name
attributes?Partial<Pick<T, "name" | "player" | "row" | "column" | "rotation" | { [K in string | number | symbol]: K extends keyof GameElement<BaseGame, BasePlayer> ? never : T[K] extends Function ? never : K }[keyof T]>>Sets any attributes of the class that are defined in your own class that extend Space, Piece, or Game. Can also include player.

Returns​

T

Example

deck.create(Card, 'ace-of-hearts', { suit: 'H', value: '1' });

Inherited from​

GameElement.create

Defined in​

boardzilla-core/src/board/element.ts:700


createMany​

▸ createMany<T>(n, className, name, attributes?): ElementCollection<T>

Create n elements inside this element of the same class. This can only be called during the game setup (see createGame. Any game elements that are required must be created before the game starts. Elements that only appear later in the game can be created inside the Game#pile or made invisible.

Type parameters​

NameType
Textends GameElement<BaseGame, BasePlayer>

Parameters​

NameTypeDescription
nnumberNumber to create
classNameElementClass<T>Class to create. This class must be included in the elementClasses in createGame.
namestringSets name
attributes?Partial<Pick<T, "name" | "player" | "row" | "column" | "rotation" | { [K in string | number | symbol]: K extends keyof GameElement<BaseGame, BasePlayer> ? never : T[K] extends Function ? never : K }[keyof T]>> | (n: number) => Partial<Pick<T, "name" | "player" | "row" | "column" | "rotation" | { [K in string | number | symbol]: K extends keyof GameElement<BaseGame, BasePlayer> ? never : T[K] extends Function ? never : K }[keyof T]>>Sets any attributes of the class that are defined in your own class that extend Space, Piece, or Game. Can also include player. If a function is supplied here, a single number argument will be passed with the number of the added element, starting with 1.

Returns​

ElementCollection<T>

Inherited from​

GameElement.createMany

Defined in​

boardzilla-core/src/board/element.ts:747


destroy​

▸ destroy(): void

Permanently remove an element. This can only be done while defining the game, and is usually only useful when creating groups of elements, such as createMany or createGrid where some of the created elements are not needed.

Returns​

void

Inherited from​

GameElement.destroy

Defined in​

boardzilla-core/src/board/element.ts:774


rotation​

• get rotation(): number

Rotation of element if set, normalized to 0-359 degrees

Returns​

number

Inherited from​

GameElement.rotation

Defined in​

boardzilla-core/src/board/element.ts:784


position​

▸ position(): number

Returns the index of this element within its parent, starting at zero

Returns​

number

Inherited from​

GameElement.position

Defined in​

boardzilla-core/src/board/element.ts:797


isDescendantOf​

▸ isDescendantOf(el): boolean

Whether this element has the given element in its parent hierarchy

Parameters​

NameType
elGameElement<BaseGame, BasePlayer>

Returns​

boolean

Inherited from​

GameElement.isDescendantOf

Defined in​

boardzilla-core/src/board/element.ts:963


putInto​

▸ putInto(to, options?): void

Move this piece into another element. This triggers any onEnter callbacks in the destination.

Parameters​

NameTypeDescription
toGameElement<BaseGame, BasePlayer>Destination element
options?Object-
options.position?numberPlace the piece into a specific numbered position relative to the other elements in this space. Positive numbers count from the beginning. Negative numbers count from the end.
options.row?number-
options.column?number-
options.fromTop?numberPlace the piece into a specific numbered position counting from the first element
options.fromBottom?numberPlace the piece into a specific numbered position counting from the last element

Returns​

void

Defined in​

boardzilla-core/src/board/piece.ts:144


remove​

▸ remove(): void

Remove this piece from the playing area and place it into Game#pile

Returns​

void

Defined in​

boardzilla-core/src/board/piece.ts:192

UI​

layout​

▸ layout(applyTo, attributes): void

Apply a layout to some of the elements directly contained within this element. See also ElementCollection#layout

Parameters​

NameTypeDescription
applyTostring | GameElement<BaseGame, BasePlayer> | ElementClass<GameElement<BaseGame, BasePlayer>> | ElementCollection<GameElement<BaseGame, BasePlayer>>Which elements this layout applies to. Provided value can be: - A specific GameElement - The name of an element - A specific set of elements (ElementCollection) - A class of elements If multiple layout declarations would apply to the same element, only one will be used. The order of specificity is as above. If a class is used and mutiple apply, the more specific class will be used.
attributesPartial<LayoutAttributes>A list of attributes describing the layout. All units of measurement are percentages of this elements width and height from 0-100, unless otherwise noted (See margin and gap)

Returns​

void

Inherited from​

GameElement.layout

Defined in​

boardzilla-core/src/board/element.ts:1105


configureLayout​

▸ configureLayout(layoutConfiguration): void

Change the layout attributes for this space's layout.

Parameters​

NameType
layoutConfigurationPartial<LayoutAttributes>

Returns​

void

Inherited from​

GameElement.configureLayout

Defined in​

boardzilla-core/src/board/element.ts:1226


appearance​

▸ appearance(appearance): void

Define the appearance of this element. Any values provided override previous ones. See also ElementCollection#appearance

Parameters​

NameTypeDescription
appearanceObjectPossible values are:
appearance.className?stringA class name to add to the dom element
appearance.render?false | (el: Piece<G, P>) => null | ElementA function that takes this element as its only argument and returns JSX for the element. See ../ui/appearance for more on usage.
appearance.aspectRatio?numberThe aspect ratio for this element. This value is a ratio of width over height. All layouts defined in layout will respect this aspect ratio.
appearance.effects?{ trigger: (element: Piece<G, P>, oldAttributes: Partial<Pick<Piece<G, P>, undefined | "name" | "player" | "row" | "column" | "rotation" | "_visible">>) => boolean ; name: string }[]Provides a CSS class that will be applied to this element if its attributes change to match the provided ones.
appearance.info?boolean | (el: Piece<G, P>) => null | boolean | ElementReturn JSX for more info on this element. If returning true, an info modal will be available for this element but with only the rendered element and no text
appearance.connections?ObjectIf the elements immediately within this element are connected using Space#connectTo, this makes those connections visible as connecting lines. Providing a label will place a label over top of this line by calling the provided function with the distance of the connection specified in Space#connectTo and using the retured JSX. If labelScale is provided, the label is scaled by this amount.
appearance.connections.thickness?number-
appearance.connections.style?"double" | "solid"-
appearance.connections.color?string-
appearance.connections.fill?string-
appearance.connections.label?(__namedParameters: { distance: number ; to: Space<Game<BaseGame, BasePlayer>, BasePlayer> ; from: Space<Game<BaseGame, BasePlayer>, BasePlayer> }) => ReactNode-
appearance.connections.labelScale?number-

Returns​

void

Inherited from​

GameElement.appearance

Defined in​

boardzilla-core/src/board/element.ts:1267

Visibility​

showToAll​

▸ showToAll(): void

Show this piece to all players

Returns​

void

Defined in​

boardzilla-core/src/board/piece.ts:31


showOnlyTo​

▸ showOnlyTo(player): void

Show this piece only to the given player

Parameters​

NameType
playernumber | Player<BaseGame, BasePlayer>

Returns​

void

Defined in​

boardzilla-core/src/board/piece.ts:39


showTo​

▸ showTo(...player): void

Show this piece to the given players without changing it's visibility to any other players.

Parameters​

NameType
...playernumber[] | Player<BaseGame, BasePlayer>[]

Returns​

void

Defined in​

boardzilla-core/src/board/piece.ts:52


hideFromAll​

▸ hideFromAll(): void

Hide this piece from all players

Returns​

void

Defined in​

boardzilla-core/src/board/piece.ts:67


hideFrom​

▸ hideFrom(...player): void

Hide this piece from the given players without changing it's visibility to any other players.

Parameters​

NameType
...playernumber[] | Player<BaseGame, BasePlayer>[]

Returns​

void

Defined in​

boardzilla-core/src/board/piece.ts:76


isVisibleTo​

▸ isVisibleTo(player): boolean

Returns whether this piece is visible to the given player

Parameters​

NameType
playernumber | Player<BaseGame, BasePlayer>

Returns​

boolean

Overrides​

GameElement.isVisibleTo

Defined in​

boardzilla-core/src/board/piece.ts:94


isVisible​

▸ isVisible(): boolean

Returns whether this piece is visible to all players, or to the current player if called when in a player context (during an action taken by a player or while the game is viewed by a given player.)

Returns​

boolean

Overrides​

GameElement.isVisible

Defined in​

boardzilla-core/src/board/piece.ts:110


revealWhenHidden​

▸ revealWhenHidden<T>(this, ...attrs): void

Provide list of attributes that remain visible even when these pieces are not visible to players. E.g. In a game with multiple card decks with different backs, identified by Card#deck, the identity of the card when face-down is hidden, but the deck it belongs to is not, since the card art on the back would identify the deck. In this case calling Card.revealWhenHidden('deck') will cause all attributes other than 'deck' to be hidden when the card is face down, while still revealing which deck it is.

Type parameters​

NameType
Textends Piece<BaseGame, BasePlayer>

Parameters​

NameType
thisElementClass<T>
...attrsstring & keyof T[]

Returns​

void

Defined in​

boardzilla-core/src/board/piece.ts:126