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}
*/
/**
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* Create a new `Tile` object.
*
* @class Phaser.Tile
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* @classdesc A Tile is a representation of a single tile within the Tilemap.
* @constructor
* @param {number} index - The index of this tile type in the core map data.
* @param {number} x - The x coordinate of this tile.
* @param {number} y - The y coordinate of this tile.
* @param {number} width - Width of the tile.
* @param {number} height - Height of the tile.
*/
Phaser.Tile = function (index, x, y, width, height) {
/**
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* @property {number} index - The index of this tile within the map.
*/
this.index = index;
/**
* @property {number} x - The x map coordinate of this tile.
*/
this.x = x;
/**
* @property {number} y - The y map coordinate of this tile.
*/
this.y = y;
/**
* @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} alpha - The alpha value at which this tile is drawn to the canvas.
*/
this.alpha = 1;
/**
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* @property {object} properties - Tile specific properties.
*/
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this.properties = {};
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/**
* @property {boolean} faceTop - Is the top of this tile an interesting edge?
*/
this.faceTop = false;
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/**
* @property {boolean} faceBottom - Is the bottom of this tile an interesting edge?
*/
this.faceBottom = false;
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/**
* @property {boolean} faceLeft - Is the left of this tile an interesting edge?
*/
this.faceLeft = false;
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/**
* @property {boolean} faceRight - Is the right of this tile an interesting edge?
*/
this.faceRight = false;
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/**
* @property {boolean} collides - Does this tile collide at all?
*/
this.collides = false;
/**
* @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;
/**
* @property {boolean} collisionCallback - Tilemap collision callback.
* @default
*/
this.collisionCallback = null;
/**
* @property {boolean} collisionCallback - Tilemap collision callback.
* @default
*/
this.collisionCallbackContext = this;
};
Phaser.Tile.prototype = {
/**
* Set callback to be called when this tilemap collides.
*
* @method Phaser.Tile#setCollisionCallback
* @param {Function} callback - Callback function.
* @param {object} context - Callback will be called with this context.
*/
setCollisionCallback: function (callback, context) {
this.collisionCallbackContext = context;
this.collisionCallback = callback;
},
/**
* Clean up memory.
* @method Phaser.Tile#destroy
*/
destroy: function () {
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this.collisionCallback = null;
this.collisionCallbackContext = null;
this.properties = null;
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},
/**
* Set collision settings on this tile.
* @method Phaser.Tile#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.
*/
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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 Phaser.Tile#resetCollision
*/
resetCollision: function () {
this.collideNone = true;
this.collideLeft = false;
this.collideRight = false;
this.collideUp = false;
this.collideDown = false;
}
};
/**
* @name Phaser.Tile#bottom
* @property {number} bottom - The sum of the y and height properties.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "bottom", {
get: function () {
return this.y + this.height;
}
});
/**
* @name Phaser.Tile#right
* @property {number} right - The sum of the x and width properties.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "right", {
get: function () {
return this.x + this.width;
}
});