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Index

Constructors

constructor

Properties

__coverageCount

__coverageCount: Optional<number>

__source

__source: IGameCode

_optionalLegendChar

_optionalLegendChar: Optional<string>

allSpritesBitSetIndex

allSpritesBitSetIndex: number

Methods

__getLineAndColumnRange

  • __getLineAndColumnRange(): object

__getSourceLineAndColumn

  • __getSourceLineAndColumn(): object

__incrementCoverage

  • __incrementCoverage(): void

_getDescendantTiles

addCell

addCells

clearCaches

  • clearCaches(): void

equals

getCellsThatMatch

  • getCellsThatMatch(): Set<Cell>

getCollisionLayer

getName

  • getName(): string

getPixels

  • getPixels(spriteHeight: number, spriteWidth: number): IColor[][]

getSprites

  • getSprites(): this[]

getSpritesThatMatch

  • getSpritesThatMatch(cell: Cell): Set<any>

has

  • has(cell: Cell): boolean

hasCell

  • hasCell(cell: Cell): boolean

hasCollisionLayer

  • hasCollisionLayer(): boolean

hasNegationTileWithModifier

  • hasNegationTileWithModifier(): boolean

hasPixels

  • hasPixels(): boolean

hasSingleCollisionLayer

  • hasSingleCollisionLayer(): boolean

isBackground

  • isBackground(): boolean

isOr

  • isOr(): boolean

matchesCell

  • matchesCell(cell: Cell): boolean

removeCell

  • removeCell(cell: Cell): void

removeCells

setCollisionLayer

setCollisionLayerAndIndex

  • setCollisionLayerAndIndex(collisionLayer: CollisionLayer, bitSetIndex: number): void

subscribeToCellChanges

subscribeToCellChangesTile

  • subscribeToCellChangesTile(tile: IGameTile): void

toSourceString

  • toSourceString(): string

toString

  • toString(): string

updateCell

updateCells

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