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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.

Hierarchy

  • TileEventManager

Index

Constructors

constructor

Properties

Private _event_timers

_event_timers: {}

Type declaration

  • [event_id: number]: Phaser.Timer

Private _walking_on_pillars_tiles

_walking_on_pillars_tiles: Set<string>

Private data

data: GoldenSun

Private event_queue

event_queue: EventQueue

Private game

game: Game

on_event

on_event: boolean

Private triggered_events

triggered_events: {}

Type declaration

Static Private Readonly EVENT_INIT_DELAY

EVENT_INIT_DELAY: 350 = 350

Accessors

event_timers

  • get event_timers(): {}

timers_running

  • get timers_running(): boolean

walking_on_pillars_tiles

  • get walking_on_pillars_tiles(): Set<string>

Methods

check_tile_events

  • check_tile_events(location_key: number): void
  • 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.

    Parameters

    • location_key: number

      the location key of the current position of the hero.

    Returns void

event_triggered

Private fire_event

fire_triggered_events

  • fire_triggered_events(): void

get_event_instance

set_triggered_event

  • set_triggered_event(event: TileEvent): void

unset_triggered_event

  • unset_triggered_event(event: TileEvent): void

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