2013-08-08 18:16:47 +00:00
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Tile
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*
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* A Tile is a single representation of a tile within a Tilemap
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*/
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var Phaser;
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(function (Phaser) {
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var Tile = (function () {
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/**
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* Tile constructor
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* Create a new <code>Tile</code>.
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*
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* @param tilemap {Tilemap} the tilemap this tile belongs to.
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* @param index {number} The index of this tile type in the core map data.
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* @param width {number} Width of the tile.
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* @param height number} Height of the tile.
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*/
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function Tile(game, tilemap, index, width, height) {
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/**
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* The virtual mass of the tile.
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* @type {number}
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*/
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this.mass = 1.0;
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/**
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* Indicating collide with any object on the left.
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* @type {boolean}
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*/
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this.collideLeft = false;
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/**
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* Indicating collide with any object on the right.
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* @type {boolean}
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*/
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this.collideRight = false;
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/**
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* Indicating collide with any object on the top.
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* @type {boolean}
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*/
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this.collideUp = false;
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/**
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* Indicating collide with any object on the bottom.
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* @type {boolean}
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*/
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this.collideDown = false;
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/**
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* Enable separation at x-axis.
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* @type {boolean}
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*/
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this.separateX = true;
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/**
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* Enable separation at y-axis.
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* @type {boolean}
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*/
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this.separateY = true;
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this.game = game;
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this.tilemap = tilemap;
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this.index = index;
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this.width = width;
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this.height = height;
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this.allowCollisions = Phaser.Types.NONE;
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}
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/**
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* Clean up memory.
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*/
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Tile.prototype.destroy = function () {
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this.tilemap = null;
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};
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/**
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* Set collision configs.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {boolean} Reset collision flags before set.
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* @param separateX {boolean} Enable seprate at x-axis.
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* @param separateY {boolean} Enable seprate at y-axis.
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*/
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Tile.prototype.setCollision = function (collision, resetCollisions, separateX, separateY) {
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if (resetCollisions) {
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this.resetCollision();
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}
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this.separateX = separateX;
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this.separateY = separateY;
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this.allowCollisions = collision;
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if (collision & Phaser.Types.ANY) {
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this.collideLeft = true;
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this.collideRight = true;
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this.collideUp = true;
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this.collideDown = true;
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return;
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}
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if (collision & Phaser.Types.LEFT || collision & Phaser.Types.WALL) {
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this.collideLeft = true;
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}
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if (collision & Phaser.Types.RIGHT || collision & Phaser.Types.WALL) {
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this.collideRight = true;
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}
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if (collision & Phaser.Types.UP || collision & Phaser.Types.CEILING) {
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this.collideUp = true;
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}
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if (collision & Phaser.Types.DOWN || collision & Phaser.Types.CEILING) {
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this.collideDown = true;
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}
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};
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/**
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* Reset collision status flags.
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*/
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Tile.prototype.resetCollision = function () {
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this.allowCollisions = Phaser.Types.NONE;
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this.collideLeft = false;
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this.collideRight = false;
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this.collideUp = false;
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this.collideDown = false;
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};
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/**
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* Returns a string representation of this object.
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* @method toString
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* @return {string} a string representation of the object.
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**/
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Tile.prototype.toString = function () {
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2013-08-09 02:12:33 +00:00
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return "[{Tile (index=" + this.index + " collisions=" + this.allowCollisions + " width=" + this.width + " height=" + this.height + ")}]";
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2013-08-08 18:16:47 +00:00
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};
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return Tile;
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})();
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Phaser.Tile = Tile;
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})(Phaser || (Phaser = {}));
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