Hierarchy

Constructors

Properties

event: IEventEmitter<default, ITileManagerEvents>
island: default
name: "TileEventManager" = "TileEventManager"

Name of this object manager

objects: SaferArray<default>
reregisterObjectsForMemoryLeaks: boolean = false

Indicates if objects should be re-registered to the memory leak detector after loading

Accessors

  • get game(): Game
  • Returns Game

  • get length(): number
  • Returns number

  • set length(val: number): void
  • This is likely only used during save upgrades

    Parameters

    • val: number

    Returns void

Methods

  • Returns IteratorObject<undefined | default>

  • Parameters

    Returns undefined | default

  • Parameters

    Returns undefined | default

  • Parameters

    Returns boolean

  • Creates either blood or water blood

    Returns

    True if the blood was created, false if not

    Parameters

    • origin: IVector3

      The origin around where you want to spawn around (can be any adjacent tile)

    Returns boolean

  • Called when this object manager is not used anymore (after it was saved!)

    Returns void

  • Returns number

  • Overflow fire around the tile

    Parameters

    Returns boolean

  • Parameters

    • id: number

    Returns undefined | default

  • Gets an array of tile events that have the water property at a given tile.

    Returns

    Array of tile events with water properties or undefined

    Parameters

    • tile: default

      Tile that you want to look at.

    Returns undefined | default[]

  • Returns void

  • Parameters

    Returns void

  • Called when an entity is being removed

    Returns

    Return true if this method handled tile updates

    Parameters

    • tileEvent: default

      Entity to remove

    Returns boolean

  • Returns void

  • Parameters

    • entity: default
    • Optional options: undefined

    Returns void

  • Returns void

  • Parameters

    • id: number
    • value: undefined | default

    Returns void

  • Returns void

Generated using TypeDoc