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Hierarchy

Index

Constructors

constructor

  • new CollisionEvent(game: any, data: any, x: any, y: any, activation_directions: any, activation_collision_layers: any, dynamic: any, active: any, active_storage_key: any, affected_by_reveal: any, key_name: string, dest_collision_layer: any): CollisionEvent

Properties

Protected _activation_collision_layers

_activation_collision_layers: number[]

Protected _activation_directions

_activation_directions: number[]

Protected _active

_active: boolean[]

Protected _affected_by_reveal

_affected_by_reveal: boolean[]

Protected _dynamic

_dynamic: boolean

Protected _id

_id: number

Protected _key_name

_key_name: string

Protected _location_key

_location_key: number

Protected _origin_interactable_object

_origin_interactable_object: InteractableObjects

Protected _type

Protected _x

_x: number

Protected _y

_y: number

collision_layer_shift_from_source

collision_layer_shift_from_source: number

Protected data

data: GoldenSun

Private dest_collision_layer

dest_collision_layer: number

Protected game

game: Game

Private next_x

next_x: number

Private next_y

next_y: number

Static Protected events

events: {}

Type declaration

Static Protected id_incrementer

id_incrementer: number

Static Protected labeled_events

labeled_events: {}

Type declaration

Accessors

activation_collision_layers

  • get activation_collision_layers(): number[]

activation_directions

  • get activation_directions(): number[]

active

  • get active(): boolean[]
  • This array has the same size of activation directions. The indexes of this array matches activation_directions in the way that it tells whether a given activation_direction is active by checking this var in the same corresponding index. Example: if active[2] is false, it means that this event is not active in the direction holded in activation_directions[2].

    Returns boolean[]

affected_by_reveal

  • get affected_by_reveal(): boolean[]

dynamic

  • get dynamic(): boolean

id

  • get id(): number

key_name

  • get key_name(): string

location_key

  • get location_key(): number

origin_interactable_object

type

x

  • get x(): number

y

  • get y(): number

Methods

activate

  • activate(): void

activate_at

check_position

  • check_position(): boolean

deactivate

  • deactivate(): void

deactivate_at

destroy

  • destroy(): void

fire

  • fire(): void

is_active

set

  • set(): void

set_activation_collision_layers

  • set_activation_collision_layers(...collision_layers_indexes: number[]): void

set_position

  • set_position(x_tile?: number, y_tile?: number, change_in_map?: boolean): void
  • Updates the position of this event.

    Parameters

    • Optional x_tile: number

      the new x tile position.

    • Optional y_tile: number

      the new y tile position

    • change_in_map: boolean = false

      folow the position change up to map events list.

    Returns void

Static get_event

Static get_labeled_event

  • get_labeled_event(key_name: string): TileEvent

Static reset

  • reset(): void

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