Abstract Protected _activation_Protected _activation_Protected _affected_Protected _allow_Protected _idProtected _initial_Protected _initial_Protected _key_Protected _location_Protected _origin_Protected _typeProtected _xProtected _yPrivate active_The collision layer shift value from origin Inter. Obj. base collision layer that will be summed up to it which will form the activation collision layer of this event.
Protected dataProtected gameWhether this event is in the map.
Static Protected _eventsStatic Protected id_Static Protected labeled_The set of collision layers that this event can be fired.
The set of directions that this event can be fired.
The set of directions that cause this event to have its activation toggled when reveal is casted.
When activating this event in diagonal, and if this var is not true, the diagonal direction whether the hero is trying to activate this event won't be splitted.
This event id number.
The set of directions that this event can be fired when it was created.
This event unique label/key name.
The interactable object that created this event (in the case of it has been created from it).
Returns the tile event type.
The x tile position.
The y tile position.
Static eventsActivates this event in a given direction.
the direction to activate this event. If "all" is passed, all directions will be activated.
Deactivates this event in a given direction.
the direction to deactivate this event. If "all" is passed, all directions will be deactivated.
Abstract destroyAbstract fireGets an activation direction of this event.
returns an direction.
Tests whether a given direction is available to active this event. If no directions given, tests if at least one direction is active.
Optional direction: directionsthe direction to test if it's active.
Returns whether it's active or not.
Static Private format_Static get_Static get_Static reset
This class is responsible for the class of events that are placed on the map. Generally, this kind of event is fired when the hero reaches the position where an event of this type is placed. Use these events to make the hero jump, slide, climb, teleport, etc. Tile Events are set as map properties (and sometimes, Interactable Objects can also create some Tile Events automatically).