phaser/src/tilemap/Tile.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Tile
*/
/**
* Create a new <code>Tile</code>.
*
* @class Phaser.Tile
* @classdesc A Tile is a single representation of a tile within a Tilemap.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Tilemap} tilemap - The tilemap this tile belongs to.
* @param {number} index - The index of this tile type in the core map data.
* @param {number} width - Width of the tile.
* @param {number} height - Height of the tile.
*/
Phaser.Tile = function (tileset, index, x, y, width, height) {
/**
* @property {string} tileset - The tileset this tile belongs to.
*/
this.tileset = tileset;
/**
* @property {number} index - The index of this tile within the tileset.
*/
this.index = index;
/**
* @property {number} width - The width of the tile in pixels.
*/
this.width = width;
/**
* @property {number} height - The height of the tile in pixels.
*/
this.height = height;
/**
* @property {number} x - The top-left corner of the tile within the tileset.
*/
this.x = x;
/**
* @property {number} y - The top-left corner of the tile within the tileset.
*/
this.y = y;
// Any extra meta data info we need here
/**
* @property {number} mass - The virtual mass of the tile.
* @default
*/
this.mass = 1.0;
/**
* @property {boolean} collideNone - Indicating this Tile doesn't collide at all.
* @default
*/
this.collideNone = true;
/**
* @property {boolean} collideLeft - Indicating collide with any object on the left.
* @default
*/
this.collideLeft = false;
/**
* @property {boolean} collideRight - Indicating collide with any object on the right.
* @default
*/
this.collideRight = false;
/**
* @property {boolean} collideUp - Indicating collide with any object on the top.
* @default
*/
this.collideUp = false;
/**
* @property {boolean} collideDown - Indicating collide with any object on the bottom.
* @default
*/
this.collideDown = false;
/**
* @property {boolean} separateX - Enable separation at x-axis.
* @default
*/
this.separateX = true;
/**
* @property {boolean} separateY - Enable separation at y-axis.
* @default
*/
this.separateY = true;
};
Phaser.Tile.prototype = {
/**
* Clean up memory.
* @method destroy
*/
destroy: function () {
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this.tileset = null;
},
/**
* Set collision configs.
* @method setCollision
* @param {boolean} left - Indicating collide with any object on the left.
* @param {boolean} right - Indicating collide with any object on the right.
* @param {boolean} up - Indicating collide with any object on the top.
* @param {boolean} down - Indicating collide with any object on the bottom.
* @param {boolean} reset - Description.
* @param {boolean} separateX - Separate at x-axis.
* @param {boolean} separateY - Separate at y-axis.
*/
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setCollision: function (left, right, up, down) {
this.collideLeft = left;
this.collideRight = right;
this.collideUp = up;
this.collideDown = down;
if (left || right || up || down)
{
this.collideNone = false;
}
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else
{
this.collideNone = true;
}
},
/**
* Reset collision status flags.
* @method resetCollision
*/
resetCollision: function () {
this.collideNone = true;
this.collideLeft = false;
this.collideRight = false;
this.collideUp = false;
this.collideDown = false;
}
};
Object.defineProperty(Phaser.Tile.prototype, "bottom", {
/**
* The sum of the y and height properties. Changing the bottom property of a Rectangle object has no effect on the x, y and width properties, but does change the height property.
* @method bottom
* @return {number}
**/
get: function () {
return this.y + this.height;
}
});
Object.defineProperty(Phaser.Tile.prototype, "right", {
/**
* The sum of the x and width properties. Changing the right property of a Rectangle object has no effect on the x, y and height properties.
* However it does affect the width property.
* @method right
* @return {number}
**/
get: function () {
return this.x + this.width;
}
});