/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * @module Phaser.Tile */ /** * Create a new Tile. * * @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 () { 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. */ setCollision: function (left, right, up, down, reset, separateX, separateY) { if (reset) { this.resetCollision(); } this.separateX = separateX; this.separateY = separateY; this.collideNone = true; this.collideLeft = left; this.collideRight = right; this.collideUp = up; this.collideDown = down; if (left || right || up || down) { this.collideNone = false; } }, /** * 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; } });