pub fn new_dbg(input: R, output: W, listener: Rc<RefCell<L>>) -> Self {
        let mut screen = output.into_raw_mode().unwrap();
        write!(screen, "{}", cursor::Hide).unwrap();
        screen.flush().unwrap();

        Game {
            input: input.keys(),
            output: screen,
            listener: Rc::downgrade(&listener),
            board: None,
            info: None,
            state: GameState::Created,
            resume_key: None
        }
    }
/// Creates new game object.
///
/// This method is the same as [`new`] method, but for debug purposes only.
/// The `new` method uses `termion::screen::AlternateScreen` for output, which switches to
/// the alternate screen buffer of the terminal. When application crashes, terminal switches
/// to the main screen buffer and all debug/crash output is wiped out. This method uses main
/// screen buffer for output.
///
/// [`new`]: #method.new
Creates new game object.
This method is the same as [`new`] method, but for debug purposes only.
The `new` method uses `termion::screen::AlternateScreen` for output, which switches to
the alternate screen buffer of the terminal. When application crashes, terminal switches
to the main screen buffer and all debug/crash output is wiped out. This method uses main
screen buffer for output.


Creates new game object . This method is the same as [ ` new ` ] method but for debug purposes only . The ` new ` method uses ` termion :: screen :: AlternateScreen ` for output which switches to the alternate screen buffer of the terminal . When application crashes terminal switches to the main screen buffer and all debug / crash output is wiped out . This method uses main screen buffer for output .
pub fn new_dbg(input: R, output: W, listener: Rc<RefCell<L>>) -> Self {
        let mut screen = output.into_raw_mode().unwrap();
        write!(screen, "{}", cursor::Hide).unwrap();
        screen.flush().unwrap();
        Game {
            input: input.keys(),
            output: screen,
            listener: Rc::downgrade(&listener),
            board: None,
            info: None,
            state: GameState::Created,
            resume_key: None
        }
    }
pub fn new_dbg ( input : R , output : W , listener : Rc < RefCell < L > > ) -> Self { let mut screen = output . into_raw_mode ( ) . unwrap ( ) ; write ! ( screen " " cursor Hide ) . unwrap ( ) ; screen . flush ( ) . unwrap ( ) ; Game { input : input . keys ( ) , output : screen , listener : Rc :: downgrade ( & listener ) , board : None , info : None , state : GameState :: Created , resume_key : None } }
Creates new game object.
Creates new game object .
input
R
output
W
listener
Rc<RefCell<L>>
input
R
output
W
listener
Rc<RefCell<L>>