class Tile extends BaseEntity constructor: (options) -> super options resTypes = (k for own k of app.game.resources) @layers = [] for restype, i in resTypes @layers.push new Tilelayer( type: restype, depth: i, amount: Math.round(Math.random(app.game.maxTileAmount-10)+10) ) @currentLayer = 0 @isActive = false click: (button)-> #@isSelected = true if button == "left" if @layers[@currentLayer].collect() name = app.layerIndexToName(@currentLayer) app.game.resources[name] += 1 else @currentLayer += 1 moveIn: -> @isActive = true moveOut: -> @isActive = false tick: (delta) -> # TODO: digging deeper? render: (x, y)-> tileLayer = @layers[@currentLayer] app.layer.drawRegion app.images.layers, tileLayer.sprite, x*8, y*8 #if @isSelected # app.layer.drawImage app.images.selected, x*8, y*8 if @isActive app.layer.drawImage app.images.active, x*8, y*8 # Draw the status indicator. for i in [0..5] color = "#0a0" color = "#0f0" if i == 5 app.layer.setPixel(color, x*8+1+i, y*8+6)