This class manages all the Tile Events of the game like jump, climb, ice slide, etc. This class decides when to fire, trigger or unset a tile event. This class also has a tile event factory method.

Constructors

Properties

_event_timers: {
    [timer_key: number]: {
        activation_direction: directions;
        timer: Phaser.Timer;
    };
}

Type declaration

  • [timer_key: number]: {
        activation_direction: directions;
        timer: Phaser.Timer;
    }
    • activation_direction: directions
    • timer: Phaser.Timer
_walking_on_pillars_tiles: Set<string>
data: GoldenSun
event_queue: EventQueue
game: Game
on_event: boolean
prev_location_key: number
triggered_events: {
    [event_id: number]: TileEvent;
}

Type declaration

EVENT_INIT_DELAY: 350 = 350

Accessors

  • get event_timers(): {
        [timer_key: number]: {
            activation_direction: directions;
            timer: Phaser.Timer;
        };
    }
  • An object that holds the timers and chosen activation direction of tile events that are up to happen.

    Returns {
        [timer_key: number]: {
            activation_direction: directions;
            timer: Phaser.Timer;
        };
    }

    • [timer_key: number]: {
          activation_direction: directions;
          timer: Phaser.Timer;
      }
      • activation_direction: directions
      • timer: Phaser.Timer

Methods

  • Checks whether exists TileEvents in the current hero location and fire them. If there are any events in the current hero location, they'll be added to the event queue, then fired in sequence.

    Returns void