/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Create a new `Tile` object. * * @class Phaser.Tile * @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) { /** * @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; /** * @property {object} properties - Tile specific properties. */ this.properties = {}; /** * @property {boolean} faceTop - Is the top of this tile an interesting edge? */ this.faceTop = false; /** * @property {boolean} faceBottom - Is the bottom of this tile an interesting edge? */ this.faceBottom = false; /** * @property {boolean} faceLeft - Is the left of this tile an interesting edge? */ this.faceLeft = false; /** * @property {boolean} faceRight - Is the right of this tile an interesting edge? */ this.faceRight = false; /** * @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 () { this.collisionCallback = null; this.collisionCallbackContext = null; this.properties = null; }, /** * 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. */ 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; } 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; } }; Phaser.Tile.prototype.constructor = Phaser.Tile; /** * @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; } });