mirror of
https://github.com/photonstorm/phaser
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88 lines
No EOL
2.8 KiB
TypeScript
88 lines
No EOL
2.8 KiB
TypeScript
/// <reference path="../Game.ts" />
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/**
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* Phaser - Tile
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*
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* A simple helper object for <code>Tilemap</code> that helps expand collision opportunities and control.
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*/
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module Phaser {
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export class Tile extends GameObject {
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/**
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* Instantiate this new tile object. This is usually called from <code>Tilemap.loadMap()</code>.
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*
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* @param Tilemap A reference to the tilemap object creating the tile.
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* @param Index The actual core map data index for this tile type.
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* @param Width The width of the tile.
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* @param Height The height of the tile.
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* @param Visible Whether the tile is visible or not.
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* @param AllowCollisions The collision flags for the object. By default this value is ANY or NONE depending on the parameters sent to loadMap().
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*/
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constructor(game: Game, Tilemap: Tilemap, Index: number, Width: number, Height: number, Visible: bool, AllowCollisions: number) {
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super(game, 0, 0, Width, Height);
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this.immovable = true;
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this.moves = false;
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this.callback = null;
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this.filter = null;
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this.tilemap = Tilemap;
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this.index = Index;
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this.visible = Visible;
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this.allowCollisions = AllowCollisions;
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this.mapIndex = 0;
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}
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/**
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* This function is called whenever an object hits a tile of this type.
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* This function should take the form <code>myFunction(Tile:Tile,Object:Object)</code>.
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* Defaults to null, set through <code>Tilemap.setTileProperties()</code>.
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*/
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public callback;
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/**
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* Each tile can store its own filter class for their callback functions.
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* That is, the callback will only be triggered if an object with a class
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* type matching the filter touched it.
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* Defaults to null, set through <code>Tilemap.setTileProperties()</code>.
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*/
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public filter;
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/**
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* A reference to the tilemap this tile object belongs to.
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*/
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public tilemap: Tilemap;
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/**
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* The index of this tile type in the core map data.
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* For example, if your map only has 16 kinds of tiles in it,
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* this number is usually between 0 and 15.
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*/
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public index: number;
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/**
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* The current map index of this tile object at this moment.
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* You can think of tile objects as moving around the tilemap helping with collisions.
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* This value is only reliable and useful if used from the callback function.
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*/
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public mapIndex: number;
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/**
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* Clean up memory.
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*/
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public destroy() {
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super.destroy();
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this.callback = null;
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this.tilemap = null;
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}
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}
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} |