# Source: src/physics/ninja/Tile.js

    /* jshint camelcase: false */
    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * Ninja Physics Tile constructor.
    * A Tile is defined by its width, height and type. It's type can include slope data, such as 45 degree slopes, or convex slopes.
    * Understand that for any type including a slope (types 2 to 29) the Tile must be SQUARE, i.e. have an equal width and height.
    * Also note that as Tiles are primarily used for levels they have gravity disabled and world bounds collision disabled by default.
    *
    * Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
    *
    * @class Phaser.Physics.Ninja.Tile
    * @constructor
    * @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
    * @param {number} x - The x coordinate to create this shape at.
    * @param {number} y - The y coordinate to create this shape at.
    * @param {number} width - The width of this AABB.
    * @param {number} height - The height of this AABB.
    * @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.
    */
    Phaser.Physics.Ninja.Tile = function (body, x, y, width, height, type) {

        if (type === undefined) { type = Phaser.Physics.Ninja.Tile.EMPTY; }

        /**
        * @property {Phaser.Physics.Ninja.Body} system - A reference to the body that owns this shape.
        */
        this.body = body;

        /**
        * @property {Phaser.Physics.Ninja} system - A reference to the physics system.
        */
        this.system = body.system;

        /**
        * @property {number} id - The ID of this Tile.
        * @readonly
        */
        this.id = type;

        /**
        * @property {number} type - The type of this Tile.
        * @readonly
        */
        this.type = Phaser.Physics.Ninja.Tile.TYPE_EMPTY;

        /**
        * @property {Phaser.Point} pos - The position of this object.
        */
        this.pos = new Phaser.Point(x, y);

        /**
        * @property {Phaser.Point} oldpos - The position of this object in the previous update.
        */
        this.oldpos = new Phaser.Point(x, y);

        if (this.id > 1 && this.id < 30)
        {
            //  Tile Types 2 to 29 require square tile dimensions, so use the width as the base
            height = width;
        }

        /**
        * @property {number} xw - Half the width.
        * @readonly
        */
        this.xw = Math.abs(width / 2);

        /**
        * @property {number} xw - Half the height.
        * @readonly
        */
        this.yw = Math.abs(height / 2);

        /**
        * @property {number} width - The width.
        * @readonly
        */
        this.width = width;

        /**
        * @property {number} height - The height.
        * @readonly
        */
        this.height = height;

        /**
        * @property {Phaser.Point} velocity - The velocity of this object.
        */
        this.velocity = new Phaser.Point();

        /**
        * @property {number} signx - Internal var.
        * @private
        */
        this.signx = 0;

        /**
        * @property {number} signy - Internal var.
        * @private
        */
        this.signy = 0;

        /**
        * @property {number} sx - Internal var.
        * @private
        */
        this.sx = 0;

        /**
        * @property {number} sy - Internal var.
        * @private
        */
        this.sy = 0;

        //  By default Tiles disable gravity and world bounds collision
        this.body.gravityScale = 0;
        this.body.collideWorldBounds = false;

        if (this.id > 0)
        {
            this.setType(this.id);
        }

    };

    Phaser.Physics.Ninja.Tile.prototype.constructor = Phaser.Physics.Ninja.Tile;

    Phaser.Physics.Ninja.Tile.prototype = {

        /**
        * Updates this objects position.
        *
        * @method Phaser.Physics.Ninja.Tile#integrate
        */
        integrate: function () {

            var px = this.pos.x;
            var py = this.pos.y;

            this.pos.x += (this.body.drag * this.pos.x) - (this.body.drag * this.oldpos.x);
            this.pos.y += (this.body.drag * this.pos.y) - (this.body.drag * this.oldpos.y) + (this.system.gravity * this.body.gravityScale);

            this.velocity.set(this.pos.x - px, this.pos.y - py);
            this.oldpos.set(px, py);

        },

        /**
        * Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.
        *
        * @method Phaser.Physics.Ninja.Tile#collideWorldBounds
        */
        collideWorldBounds: function () {

            var dx = this.system.bounds.x - (this.pos.x - this.xw);

            if (0 < dx)
            {
                this.reportCollisionVsWorld(dx, 0, 1, 0, null);
            }
            else
            {
                dx = (this.pos.x + this.xw) - this.system.bounds.right;

                if (0 < dx)
                {
                    this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
                }
            }

            var dy = this.system.bounds.y - (this.pos.y - this.yw);

            if (0 < dy)
            {
                this.reportCollisionVsWorld(0, dy, 0, 1, null);
            }
            else
            {
                dy = (this.pos.y + this.yw) - this.system.bounds.bottom;

                if (0 < dy)
                {
                    this.reportCollisionVsWorld(0, -dy, 0, -1, null);
                }
            }

        },

        /**
        * Process a world collision and apply the resulting forces.
        *
        * @method Phaser.Physics.Ninja.Tile#reportCollisionVsWorld
        * @param {number} px - The tangent velocity
        * @param {number} py - The tangent velocity
        * @param {number} dx - Collision normal
        * @param {number} dy - Collision normal
        * @param {number} obj - Object this Tile collided with
        */
        reportCollisionVsWorld: function (px, py, dx, dy) {
            var p = this.pos;
            var o = this.oldpos;

            //  Calc velocity
            var vx = p.x - o.x;
            var vy = p.y - o.y;

            //  Find component of velocity parallel to collision normal
            var dp = (vx * dx + vy * dy);
            var nx = dp * dx;   //project velocity onto collision normal

            var ny = dp * dy;   //nx,ny is normal velocity

            var tx = vx - nx;   //px,py is tangent velocity
            var ty = vy - ny;

            //  We only want to apply collision response forces if the object is travelling into, and not out of, the collision
            var b, bx, by, fx, fy;

            if (dp < 0)
            {
                fx = tx * this.body.friction;
                fy = ty * this.body.friction;

                b = 1 + this.body.bounce;

                bx = (nx * b);
                by = (ny * b);

                if (dx === 1)
                {
                    this.body.touching.left = true;
                }
                else if (dx === -1)
                {
                    this.body.touching.right = true;
                }

                if (dy === 1)
                {
                    this.body.touching.up = true;
                }
                else if (dy === -1)
                {
                    this.body.touching.down = true;
                }
            }
            else
            {
                //  Moving out of collision, do not apply forces
                bx = by = fx = fy = 0;
            }

            //  Project object out of collision
            p.x += px;
            p.y += py;

            //  Apply bounce+friction impulses which alter velocity
            o.x += px + bx + fx;
            o.y += py + by + fy;

        },

        /**
        * Tiles cannot collide with the world bounds, it's up to you to keep them where you want them. But we need this API stub to satisfy the Body.
        *
        * @method Phaser.Physics.Ninja.Tile#setType
        * @param {number} id - The type of Tile this will use, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
        */
        setType: function (id) {

            if (id === Phaser.Physics.Ninja.Tile.EMPTY)
            {
                this.clear();
            }
            else
            {
                this.id = id;
                this.updateType();
            }

            return this;

        },

        /**
        * Sets this tile to be empty.
        *
        * @method Phaser.Physics.Ninja.Tile#clear
        */
        clear: function () {

            this.id = Phaser.Physics.Ninja.Tile.EMPTY;
            this.updateType();

        },

        /**
        * Destroys this Tiles reference to Body and System.
        *
        * @method Phaser.Physics.Ninja.Tile#destroy
        */
        destroy: function () {

            this.body = null;
            this.system = null;

        },

        /**
        * This converts a tile from implicitly-defined (via id), to explicit (via properties).
        * Don't call directly, instead of setType.
        *
        * @method Phaser.Physics.Ninja.Tile#updateType
        * @private
        */
        updateType: function () {

            if (this.id === 0)
            {
                //EMPTY
                this.type = Phaser.Physics.Ninja.Tile.TYPE_EMPTY;
                this.signx = 0;
                this.signy = 0;
                this.sx = 0;
                this.sy = 0;

                return true;
            }

            //tile is non-empty; collide
            if (this.id < Phaser.Physics.Ninja.Tile.TYPE_45DEG)
            {
                //FULL
                this.type = Phaser.Physics.Ninja.Tile.TYPE_FULL;
                this.signx = 0;
                this.signy = 0;
                this.sx = 0;
                this.sy = 0;
            }
            else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_CONCAVE)
            {
                //  45deg
                this.type = Phaser.Physics.Ninja.Tile.TYPE_45DEG;

                if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn)
                {
                    this.signx = 1;
                    this.signy = -1;
                    this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
                    this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_45DEGnn)
                {
                    this.signx = -1;
                    this.signy = -1;
                    this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
                    this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_45DEGnp)
                {
                    this.signx = -1;
                    this.signy = 1;
                    this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
                    this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_45DEGpp)
                {
                    this.signx = 1;
                    this.signy = 1;
                    this.sx = this.signx / Math.SQRT2;//get slope _unit_ normal
                    this.sy = this.signy / Math.SQRT2;//since normal is (1,-1), length is sqrt(1*1 + -1*-1) = sqrt(2)
                }
                else
                {
                    return false;
                }
            }
            else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_CONVEX)
            {
                //  Concave
                this.type = Phaser.Physics.Ninja.Tile.TYPE_CONCAVE;

                if (this.id === Phaser.Physics.Ninja.Tile.CONCAVEpn)
                {
                    this.signx = 1;
                    this.signy = -1;
                    this.sx = 0;
                    this.sy = 0;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.CONCAVEnn)
                {
                    this.signx = -1;
                    this.signy = -1;
                    this.sx = 0;
                    this.sy = 0;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.CONCAVEnp)
                {
                    this.signx = -1;
                    this.signy = 1;
                    this.sx = 0;
                    this.sy = 0;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.CONCAVEpp)
                {
                    this.signx = 1;
                    this.signy = 1;
                    this.sx = 0;
                    this.sy = 0;
                }
                else
                {
                    return false;
                }
            }
            else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_22DEGs)
            {
                //  Convex
                this.type = Phaser.Physics.Ninja.Tile.TYPE_CONVEX;

                if (this.id === Phaser.Physics.Ninja.Tile.CONVEXpn)
                {
                    this.signx = 1;
                    this.signy = -1;
                    this.sx = 0;
                    this.sy = 0;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.CONVEXnn)
                {
                    this.signx = -1;
                    this.signy = -1;
                    this.sx = 0;
                    this.sy = 0;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.CONVEXnp)
                {
                    this.signx = -1;
                    this.signy = 1;
                    this.sx = 0;
                    this.sy = 0;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.CONVEXpp)
                {
                    this.signx = 1;
                    this.signy = 1;
                    this.sx = 0;
                    this.sy = 0;
                }
                else
                {
                    return false;
                }
            }
            else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_22DEGb)
            {
                //  22deg small
                this.type = Phaser.Physics.Ninja.Tile.TYPE_22DEGs;

                if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnS)
                {
                    this.signx = 1;
                    this.signy = -1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 1) / slen;
                    this.sy = (this.signy * 2) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnS)
                {
                    this.signx = -1;
                    this.signy = -1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 1) / slen;
                    this.sy = (this.signy * 2) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpS)
                {
                    this.signx = -1;
                    this.signy = 1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 1) / slen;
                    this.sy = (this.signy * 2) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGppS)
                {
                    this.signx = 1;
                    this.signy = 1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 1) / slen;
                    this.sy = (this.signy * 2) / slen;
                }
                else
                {
                    return false;
                }
            }
            else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_67DEGs)
            {
                //  22deg big
                this.type = Phaser.Physics.Ninja.Tile.TYPE_22DEGb;

                if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnB)
                {
                    this.signx = 1;
                    this.signy = -1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 1) / slen;
                    this.sy = (this.signy * 2) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnB)
                {
                    this.signx = -1;
                    this.signy = -1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 1) / slen;
                    this.sy = (this.signy * 2) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpB)
                {
                    this.signx = -1;
                    this.signy = 1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 1) / slen;
                    this.sy = (this.signy * 2) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_22DEGppB)
                {
                    this.signx = 1;
                    this.signy = 1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 1) / slen;
                    this.sy = (this.signy * 2) / slen;
                }
                else
                {
                    return false;
                }
            }
            else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_67DEGb)
            {
                //  67deg small
                this.type = Phaser.Physics.Ninja.Tile.TYPE_67DEGs;

                if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnS)
                {
                    this.signx = 1;
                    this.signy = -1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 2) / slen;
                    this.sy = (this.signy * 1) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnS)
                {
                    this.signx = -1;
                    this.signy = -1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 2) / slen;
                    this.sy = (this.signy * 1) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpS)
                {
                    this.signx = -1;
                    this.signy = 1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 2) / slen;
                    this.sy = (this.signy * 1) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_67DEGppS)
                {
                    this.signx = 1;
                    this.signy = 1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 2) / slen;
                    this.sy = (this.signy * 1) / slen;
                }
                else
                {
                    return false;
                }
            }
            else if (this.id < Phaser.Physics.Ninja.Tile.TYPE_HALF)
            {
                //  67deg big
                this.type = Phaser.Physics.Ninja.Tile.TYPE_67DEGb;

                if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnB)
                {
                    this.signx = 1;
                    this.signy = -1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 2) / slen;
                    this.sy = (this.signy * 1) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnB)
                {
                    this.signx = -1;
                    this.signy = -1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 2) / slen;
                    this.sy = (this.signy * 1) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpB)
                {
                    this.signx = -1;
                    this.signy = 1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 2) / slen;
                    this.sy = (this.signy * 1) / slen;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.SLOPE_67DEGppB)
                {
                    this.signx = 1;
                    this.signy = 1;
                    var slen = Math.sqrt(2 * 2 + 1 * 1);
                    this.sx = (this.signx * 2) / slen;
                    this.sy = (this.signy * 1) / slen;
                }
                else
                {
                    return false;
                }
            }
            else
            {
                //  Half-full tile
                this.type = Phaser.Physics.Ninja.Tile.TYPE_HALF;

                if (this.id === Phaser.Physics.Ninja.Tile.HALFd)
                {
                    this.signx = 0;
                    this.signy = -1;
                    this.sx = this.signx;
                    this.sy = this.signy;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.HALFu)
                {
                    this.signx = 0;
                    this.signy = 1;
                    this.sx = this.signx;
                    this.sy = this.signy;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.HALFl)
                {
                    this.signx = 1;
                    this.signy = 0;
                    this.sx = this.signx;
                    this.sy = this.signy;
                }
                else if (this.id === Phaser.Physics.Ninja.Tile.HALFr)
                {
                    this.signx = -1;
                    this.signy = 0;
                    this.sx = this.signx;
                    this.sy = this.signy;
                }
                else
                {
                    return false;
                }
            }
        }

    };

    /**
    * @name Phaser.Physics.Ninja.Tile#x
    * @property {number} x - The x position.
    */
    Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "x", {

        get: function () {
            return this.pos.x - this.xw;
        },

        set: function (value) {
            this.pos.x = value;
        }

    });

    /**
    * @name Phaser.Physics.Ninja.Tile#y
    * @property {number} y - The y position.
    */
    Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "y", {

        get: function () {
            return this.pos.y - this.yw;
        },

        set: function (value) {
            this.pos.y = value;
        }

    });

    /**
    * @name Phaser.Physics.Ninja.Tile#bottom
    * @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
    * @readonly
    */
    Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "bottom", {

        get: function () {
            return this.pos.y + this.yw;
        }

    });

    /**
    * @name Phaser.Physics.Ninja.Tile#right
    * @property {number} right - The right value of this Body (same as Body.x + Body.width)
    * @readonly
    */
    Object.defineProperty(Phaser.Physics.Ninja.Tile.prototype, "right", {

        get: function () {
            return this.pos.x + this.xw;
        }

    });

    Phaser.Physics.Ninja.Tile.EMPTY = 0;
    Phaser.Physics.Ninja.Tile.FULL = 1;//fullAABB tile
    Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn = 2;//45-degree triangle, whose normal is (+ve,-ve)
    Phaser.Physics.Ninja.Tile.SLOPE_45DEGnn = 3;//(+ve,+ve)
    Phaser.Physics.Ninja.Tile.SLOPE_45DEGnp = 4;//(-ve,+ve)
    Phaser.Physics.Ninja.Tile.SLOPE_45DEGpp = 5;//(-ve,-ve)
    Phaser.Physics.Ninja.Tile.CONCAVEpn = 6;//1/4-circle cutout
    Phaser.Physics.Ninja.Tile.CONCAVEnn = 7;
    Phaser.Physics.Ninja.Tile.CONCAVEnp = 8;
    Phaser.Physics.Ninja.Tile.CONCAVEpp = 9;
    Phaser.Physics.Ninja.Tile.CONVEXpn = 10;//1/4/circle
    Phaser.Physics.Ninja.Tile.CONVEXnn = 11;
    Phaser.Physics.Ninja.Tile.CONVEXnp = 12;
    Phaser.Physics.Ninja.Tile.CONVEXpp = 13;
    Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnS = 14;//22.5 degree slope
    Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnS = 15;
    Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpS = 16;
    Phaser.Physics.Ninja.Tile.SLOPE_22DEGppS = 17;
    Phaser.Physics.Ninja.Tile.SLOPE_22DEGpnB = 18;
    Phaser.Physics.Ninja.Tile.SLOPE_22DEGnnB = 19;
    Phaser.Physics.Ninja.Tile.SLOPE_22DEGnpB = 20;
    Phaser.Physics.Ninja.Tile.SLOPE_22DEGppB = 21;
    Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnS = 22;//67.5 degree slope
    Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnS = 23;
    Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpS = 24;
    Phaser.Physics.Ninja.Tile.SLOPE_67DEGppS = 25;
    Phaser.Physics.Ninja.Tile.SLOPE_67DEGpnB = 26;
    Phaser.Physics.Ninja.Tile.SLOPE_67DEGnnB = 27;
    Phaser.Physics.Ninja.Tile.SLOPE_67DEGnpB = 28;
    Phaser.Physics.Ninja.Tile.SLOPE_67DEGppB = 29;
    Phaser.Physics.Ninja.Tile.HALFd = 30;//half-full tiles
    Phaser.Physics.Ninja.Tile.HALFr = 31;
    Phaser.Physics.Ninja.Tile.HALFu = 32;
    Phaser.Physics.Ninja.Tile.HALFl = 33;

    Phaser.Physics.Ninja.Tile.TYPE_EMPTY = 0;
    Phaser.Physics.Ninja.Tile.TYPE_FULL = 1;
    Phaser.Physics.Ninja.Tile.TYPE_45DEG = 2;
    Phaser.Physics.Ninja.Tile.TYPE_CONCAVE = 6;
    Phaser.Physics.Ninja.Tile.TYPE_CONVEX = 10;
    Phaser.Physics.Ninja.Tile.TYPE_22DEGs = 14;
    Phaser.Physics.Ninja.Tile.TYPE_22DEGb = 18;
    Phaser.Physics.Ninja.Tile.TYPE_67DEGs = 22;
    Phaser.Physics.Ninja.Tile.TYPE_67DEGb = 26;
    Phaser.Physics.Ninja.Tile.TYPE_HALF = 30;