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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: tilemap/Tile.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Tile is a representation of a single tile within the Tilemap. * * @class Phaser.Tile * @constructor * @param {object} layer - The layer in the Tilemap data that this tile belongs to. * @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 (layer, index, x, y, width, height) { /** * @property {object} layer - The layer in the Tilemap data that this tile belongs to. */ this.layer = layer; /** * @property {number} index - The index of this tile within the map data corresponding to the tileset, or -1 if this represents a blank/null tile. */ 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} x - The x map coordinate of this tile. */ this.worldX = x * width; /** * @property {number} y - The y map coordinate of this tile. */ this.worldY = y * height; /** * @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} width - The width of the tile in pixels. */ this.centerX = Math.abs(width / 2); /** * @property {number} height - The height of the tile in pixels. */ this.centerY = Math.abs(height / 2); /** * @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} scanned - Has this tile been walked / turned into a poly? */ this.scanned = false; /** * @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} 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 {function} collisionCallback - Tile collision callback. * @default */ this.collisionCallback = null; /** * @property {object} collisionCallbackContext - The context in which the collision callback will be called. * @default */ this.collisionCallbackContext = this; }; Phaser.Tile.prototype = { /** * Check if the given x and y world coordinates are within this Tile. * * @method Phaser.Tile#containsPoint * @param {number} x - The x coordinate to test. * @param {number} y - The y coordinate to test. * @return {boolean} True if the coordinates are within this Tile, otherwise false. */ containsPoint: function (x, y) { return !(x &lt; this.worldX || y &lt; this.worldY || x > this.right || y > this.bottom); }, /** * Check for intersection with this tile. * * @method Phaser.Tile#intersects * @param {number} x - The x axis in pixels. * @param {number} y - The y axis in pixels. * @param {number} right - The right point. * @param {number} bottom - The bottom point. */ intersects: function (x, y, right, bottom) { if (right &lt;= this.worldX) { return false; } if (bottom &lt;= this.worldY) { return false; } if (x >= this.worldX + this.width) { return false; } if (y >= this.worldY + this.height) { return false; } return true; }, /** * Set a callback to be called when this tile is hit by an object. * The callback must true true for collision processing to take place. * * @method Phaser.Tile#setCollisionCallback * @param {function} callback - Callback function. * @param {object} context - Callback will be called within this context. */ setCollisionCallback: function (callback, context) { this.collisionCallback = callback; this.collisionCallbackContext = context; }, /** * Clean up memory. * * @method Phaser.Tile#destroy */ destroy: function () { this.collisionCallback = null; this.collisionCallbackContext = null; this.properties = null; }, /** * Sets the collision flags for each side of this tile and updates the interesting faces list. * * @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; this.faceLeft = left; this.faceRight = right; this.faceTop = up; this.faceBottom = down; }, /** * Reset collision status flags. * * @method Phaser.Tile#resetCollision */ resetCollision: function () { this.collideLeft = false; this.collideRight = false; this.collideUp = false; this.collideDown = false; this.faceTop = false; this.faceBottom = false; this.faceLeft = false; this.faceRight = false; }, /** * Is this tile interesting? * * @method Phaser.Tile#isInteresting * @param {boolean} collides - If true will check any collides value. * @param {boolean} faces - If true will check any face value. * @return {boolean} True if the Tile is interesting, otherwise false. */ isInteresting: function (collides, faces) { if (collides && faces) { // Does this tile have any collide flags OR interesting face? return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.faceTop || this.faceBottom || this.faceLeft || this.faceRight || this.collisionCallback); } else if (collides) { // Does this tile collide? return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown); } else if (faces) { // Does this tile have an interesting face? return (this.faceTop || this.faceBottom || this.faceLeft || this.faceRight); } return false; }, /** * Copies the tile data and properties from the given tile to this tile. * * @method Phaser.Tile#copy * @param {Phaser.Tile} tile - The tile to copy from. */ copy: function (tile) { this.index = tile.index; this.alpha = tile.alpha; this.properties = tile.properties; this.collideUp = tile.collideUp; this.collideDown = tile.collideDown; this.collideLeft = tile.collideLeft; this.collideRight = tile.collideRight; this.collisionCallback = tile.collisionCallback; this.collisionCallbackContext = tile.collisionCallbackContext; } }; Phaser.Tile.prototype.constructor = Phaser.Tile; /** * @name Phaser.Tile#collides * @property {boolean} collides - True if this tile can collide on any of its faces. * @readonly */ Object.defineProperty(Phaser.Tile.prototype, "collides", { get: function () { return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown); } }); /** * @name Phaser.Tile#canCollide * @property {boolean} canCollide - True if this tile can collide on any of its faces or has a collision callback set. * @readonly */ Object.defineProperty(Phaser.Tile.prototype, "canCollide", { get: function () { return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.collisionCallback); } }); /** * @name Phaser.Tile#left * @property {number} left - The x value in pixels. * @readonly */ Object.defineProperty(Phaser.Tile.prototype, "left", { get: function () { return this.worldX; } }); /** * @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.worldX + this.width; } }); /** * @name Phaser.Tile#top * @property {number} top - The y value. * @readonly */ Object.defineProperty(Phaser.Tile.prototype, "top", { get: function () { return this.worldY; } }); /** * @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.worldY + this.height; } }); </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2014 Photon Storm Ltd. </span> <br /> <span 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