Class: Tile

Saloon. Tile

A Tile in the game that makes up the 2D map grid.

new Saloon.Tile()

Initializes a Tile with basic logic as provided by the Creer code generator. Never use this directly. It is for internal Joueur use.

Extends

Members

Saloon.Bottle bottle

The beer Bottle currently flying over this Tile, null otherwise.

Saloon.Cowboy cowboy

The Cowboy that is on this Tile, null otherwise.

Saloon.Furnishing furnishing

The furnishing that is on this Tile, null otherwise.

string gameObjectName

Inherited From:
Saloon.GameObject#gameObjectName
String representing the top level Class that this game object is an instance of. Used for reflection to create new instances on clients, but exposed for convenience should AIs want this data.

boolean hasHazard

If this Tile is pathable, but has a hazard that damages Cowboys that path through it.

string id

Inherited From:
Saloon.GameObject#id
A unique id for each instance of a GameObject or a sub class. Used for client and server communication. Should never change value after being set.

boolean isBalcony

If this Tile is a balcony of the Saloon that YoungGuns walk around on, and can never be pathed through by Cowboys.

Array.<string> logs

Inherited From:
Saloon.GameObject#logs
Any strings logged will be stored here. Intended for debugging.

Saloon.Tile tileEast

The Tile to the 'East' of this one (x+1, y). Null if out of bounds of the map.

Saloon.Tile tileNorth

The Tile to the 'North' of this one (x, y-1). Null if out of bounds of the map.

Saloon.Tile tileSouth

The Tile to the 'South' of this one (x, y+1). Null if out of bounds of the map.

Saloon.Tile tileWest

The Tile to the 'West' of this one (x-1, y). Null if out of bounds of the map.

number x

The x (horizontal) position of this Tile.

number y

The y (vertical) position of this Tile.

Saloon.YoungGun youngGun

The YoungGun on this tile, null otherwise.

Methods

Array.<string> directions()

Gets the valid directions that tiles can be in, "North", "East", "South", or "West"
Returns: Array.<string>
"East", "South", and "West"

Array.<Tile> getNeighbors()

Gets the neighbors of this Tile
Returns: Array.<Tile>
The neighboring (adjacent) Tiles to this tile

boolean hasNeighbor()

Checks if this Tile has a specific neighboring Tile
Returns: boolean
if the tile is a neighbor of this Tile, false otherwise

boolean isPathable()

Checks if a Tile is pathable to units
Returns: boolean
True if pathable, false otherwise

log(message)

Inherited From:
Saloon.GameObject#log
Adds a message to this GameObject's logs. Intended for your own debugging purposes, as strings stored here are saved in the gamelog.
Name Type Description
message string A string to add to this GameObject's log. Intended for debugging.

string toString()

Inherited From:
BaseGameObject#toString
toString override for easier debugging
Returns: string
readable string in the format `GameObjectName #id`