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Class R.resources.types.Tile


Extends R.resources.types.Sprite.
Represents a 2d tile. The difference between a sprite and a tile is that tiles contain a "solidity map" which allows for raycasting when testing for collisions. Otherwise, tiles and sprites are identical.
Defined in: tile.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
R.resources.types.Tile(name, tileObj, tileResource)
A tile is a sprite with the addition of a solidity map, computed from the pixels of the sprite.
Field Summary
Field Attributes Field Name and Description
 
All pixels are mixed, either transparent or opaque.
 
All pixels are opaque to collisions.
 
All pixels are transparent to collisions.
Fields borrowed from class R.resources.types.Sprite:
MODE_LOOP, MODE_ONCE, MODE_TOGGLE, TYPE_ANIMATION, TYPE_SINGLE
Method Summary
Method Attributes Method Name and Description
 
clone(tile)
Specialized method to allow tiles to be cloned from one another.
 
Destroy the sprite instance
 
Gets the class name of this object.
 
Get the sprite loader this sprite originated from
 
Get the resource this sprite originated from
 
Returns a flag indicating if the tile has been rendered to the context.
 
Mark the tile as having been rendered to the context.
 
Release the sprite back into the pool for reuse
 
setRenderContext(renderContext)
Set the render context the tile is being rendered onto.
 
setSolidityMap(frame, solidityMap, statusFlag)
Set the solidity map for the tile, used during raycasts.
 
testPoint(point, time, dt)
Test if the given point, local to the tile's coordinates, would result in a collision.
Methods borrowed from class R.resources.types.Sprite:
getBoundingBox, getFrame, getFrameCount, getFrameSpeed, getSourceImage, getSpeed, getSpriteLoader, getSpriteResource, gotoFrame, isAnimation, isLoop, isOnce, isToggle, play, reset, setSpeed, stop
Methods borrowed from class R.engine.BaseObject:
addEvent, addEvents, getElement, jQ, removeEvent, setElement, triggerEvent, update
Methods borrowed from class R.engine.PooledObject:
clearObjectDataModel, getId, getName, getObjectDataModel, getProperties, isDestroyed, setName, setObjectDataModel, toString, toXML
Class Detail
R.resources.types.Tile(name, tileObj, tileResource)
A tile is a sprite with the addition of a solidity map, computed from the pixels of the sprite.
Parameters:
name
{String} The name of the tile within the resource
tileObj
{Object} Passed in by a R.resources.loaders.TileLoader. An array which defines the tile frame, and parameters.
tileResource
{Object} The tile resource loaded by the R.resources.loaders.TileLoader
Field Detail
ALL_MIXED
All pixels are mixed, either transparent or opaque. Must perform full ray testing on the solidity map.

ALL_OPAQUE
All pixels are opaque to collisions. Short-circuit test for ray casting.

ALL_TRANSPARENT
All pixels are transparent to collisions. Short-circuit test for ray casting.
Method Detail
clone(tile)
Specialized method to allow tiles to be cloned from one another. This method is also called by R#clone when cloning objects.
Parameters:
tile
{R.resources.types.Tile} Tile to clone from

destroy()
Destroy the sprite instance

{String} getClassName()
Gets the class name of this object.
Returns:
{String} The string "R.resources.types.Tile"

{R.resources.loaders.SpriteLoader} getTileLoader()
Get the sprite loader this sprite originated from
Returns:
{R.resources.loaders.SpriteLoader}

{Object} getTileResource()
Get the resource this sprite originated from
Returns:
{Object}

{Boolean} hasRendered()
Returns a flag indicating if the tile has been rendered to the context.
Returns:
{Boolean}

markRendered()
Mark the tile as having been rendered to the context. This is used for HTML contexts where the tile should only render once unless it's an animated tile.

release()
Release the sprite back into the pool for reuse

setRenderContext(renderContext)
Set the render context the tile is being rendered onto. This allows tiles to be rendered properly on HTML contexts.
Parameters:
renderContext
{R.rendercontexts.AbstractRenderContext} The render context

setSolidityMap(frame, solidityMap, statusFlag)
Set the solidity map for the tile, used during raycasts. The status flag is used to indicate if the pixels of the map need to be tested. A solidity map will be computed for each frame of the tile, if the tile is animated.
Parameters:
frame
{Number} The frame number
solidityMap
{Array} An array of bits which indicate if a pixel is opaque or transparent
statusFlag
{Number} Flag used to assist in short-circuit testing

testPoint(point, time, dt)
Test if the given point, local to the tile's coordinates, would result in a collision.
Parameters:
point
{R.math.Point2D}
time
{Number} The current world time
dt
{Number} The delta between the world time and the last time the world was updated in milliseconds.

Documentation generated by JsDoc Toolkit 2.4.0 on Mon Mar 18 2013 16:09:20 GMT-0400 (EDT)