mirror of
https://github.com/wassname/phaser.git
synced 2026-09-10 12:29:30 +08:00
yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling.
This commit is contained in:
@@ -1,24 +1,30 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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game.load.image('backdrop', 'assets/pics/remember-me.jpg');
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}
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function create() {
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game.world.setSize(1920, 1200);
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game.add.sprite(0, 0, 'backdrop');
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// Apply a 4px blur to the entire game (this value can be tweened, modified in-game, etc)
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game.stage.css3.blur = 4;
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}
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function update() {
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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@@ -1,24 +1,30 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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game.load.image('backdrop', 'assets/pics/remember-me.jpg');
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}
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function create() {
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game.world.setSize(1920, 1200);
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game.add.sprite(0, 0, 'backdrop');
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// Apply a 150% brightness filter to the entire game (this value can be tweened, modified in-game, etc)
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game.stage.css3.brightness = 150;
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}
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function update() {
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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@@ -1,24 +1,30 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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game.load.image('backdrop', 'assets/pics/remember-me.jpg');
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}
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function create() {
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game.world.setSize(1920, 1200);
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game.add.sprite(0, 0, 'backdrop');
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// Apply a 250% contrast filter to the entire game (this value can be tweened, modified in-game, etc)
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game.stage.css3.contrast = 250;
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}
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function update() {
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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@@ -1,24 +1,30 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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game.load.image('backdrop', 'assets/pics/remember-me.jpg');
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}
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function create() {
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game.world.setSize(1920, 1200);
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game.add.sprite(0, 0, 'backdrop');
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// Apply a 100% contrast filter to the entire game (this value can be tweened, modified in-game, etc)
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game.stage.css3.grayscale = 100;
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}
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function update() {
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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@@ -1,26 +1,33 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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game.load.image('backdrop', 'assets/pics/large-color-wheel.png');
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game.load.image('coke', 'assets/sprites/cokecan.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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var hue = 0;
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function create() {
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game.world.setSize(800, 800);
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game.add.sprite(0, 0, 'backdrop');
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game.add.sprite(30, 20, 'coke');
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game.add.sprite(600, 20, 'mushroom');
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}
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function update() {
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// The value is given in degrees, so between 0 and 360, hence the wrapValue call below.
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hue = game.math.wrapValue(hue, 1, 360);
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// Apply a hue rotation to the stage
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game.stage.css3.hueRotate = hue;
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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@@ -1,24 +1,30 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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game.load.image('backdrop', 'assets/pics/remember-me.jpg');
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}
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function create() {
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game.world.setSize(1920, 1200);
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game.add.sprite(0, 0, 'backdrop');
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// Apply a 100% sepia filter to the entire game (this value can be tweened, modified in-game, etc)
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game.stage.css3.sepia = 100;
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}
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function update() {
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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