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