Phaser Source: src/tilemap/Tile.js

# Source: src/tilemap/Tile.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 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} rotation - The rotation angle of this tile.
        */
        this.rotation = 0;

        /**
        * @property {boolean} flipped - Whether this tile is flipped (mirrored) or not.
        */
        this.flipped = false;

        /**
        * @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 < this.worldX || y < 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 <= this.worldX)
            {
                return false;
            }

            if (bottom <= 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;
        }

    });