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Adding docs.
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+135
-61
@@ -1,21 +1,24 @@
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/**
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* Phaser - Tilemap
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*
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* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
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* Internally it creates a TilemapLayer for each layer in the tilemap.
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser.Tilemap
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*/
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/**
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* Tilemap constructor
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* Create a new <code>Tilemap</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param key {string} Asset key for this map.
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* @param mapData {string} Data of this map. (a big 2d array, normally in csv)
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* @param format {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
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* @param resizeWorld {bool} Resize the world bound automatically based on this tilemap?
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* @param tileWidth {number} Width of tiles in this map (used for CSV maps).
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* @param tileHeight {number} Height of tiles in this map (used for CSV maps).
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* @class Phaser.Tilemap
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* @classdesc This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
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* Internally it creates a TilemapLayer for each layer in the tilemap.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {string} key - Asset key for this map.
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* @param {object} x - Description.
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* @param {object} y - Description.
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* @param {bool} resizeWorld - Resize the world bound automatically based on this tilemap?
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* @param {number} tileWidth - Width of tiles in this map (used for CSV maps).
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* @param {number} tileHeight - Height of tiles in this map (used for CSV maps).
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*/
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Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
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@@ -23,38 +26,85 @@ Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight)
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if (typeof tileWidth === "undefined") { tileWidth = 0; }
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if (typeof tileHeight === "undefined") { tileHeight = 0; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Description} group - Description.
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*/
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this.group = null;
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/**
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* @property {string} name - The user defined name given to this Description.
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* @default
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*/
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this.name = '';
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/**
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* @property {Description} key - Description.
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*/
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this.key = key;
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/**
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* Render iteration counter
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* @property {number} renderOrderID - Render iteration counter
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* @default
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*/
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this.renderOrderID = 0;
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/**
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* Tilemap collision callback.
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* @type {function}
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*/
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/**
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* @property {bool} collisionCallback - Tilemap collision callback.
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* @default
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*/
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this.collisionCallback = null;
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/**
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* @property {bool} exists - Description.
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* @default
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*/
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this.exists = true;
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/**
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* @property {bool} visible - Description.
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* @default
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*/
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this.visible = true;
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/**
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* @property {bool} tiles - Description.
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* @default
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*/
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this.tiles = [];
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/**
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* @property {bool} layers - Description.
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* @default
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*/
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this.layers = [];
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var map = this.game.cache.getTilemap(key);
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PIXI.DisplayObjectContainer.call(this);
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/**
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* @property {Description} position - Description.
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*/
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this.position.x = x;
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this.position.y = y;
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/**
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* @property {Description} type - Description.
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*/
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this.type = Phaser.TILEMAP;
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/**
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* @property {Description} renderer - Description.
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*/
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this.renderer = new Phaser.TilemapRenderer(this.game);
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/**
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* @property {Description} mapFormat - Description.
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*/
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this.mapFormat = map.format;
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switch (this.mapFormat)
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@@ -83,11 +133,13 @@ Phaser.Tilemap.CSV = 0;
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Phaser.Tilemap.JSON = 1;
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/**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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* @param key {string} Asset key for tileset image.
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* @param tileWidth {number} Width of its tile.
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* @param tileHeight {number} Height of its tile.
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* Parse csv map data and generate tiles.
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*
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* @method Phaser.Tilemap.prototype.parseCSV
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* @param {string} data - CSV map data.
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* @param {string} key - Asset key for tileset image.
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* @param {number} tileWidth - Width of its tile.
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* @param {number} tileHeight - Height of its tile.
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*/
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Phaser.Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) {
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@@ -123,8 +175,10 @@ Phaser.Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight)
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/**
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* Parse JSON map data and generate tiles.
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* @param data {string} JSON map data.
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* @param key {string} Asset key for tileset image.
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*
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* @method Phaser.Tilemap.prototype.parseTiledJSON
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* @param {string} data - JSON map data.
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* @param {string} key - Asset key for tileset image.
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*/
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Phaser.Tilemap.prototype.parseTiledJSON = function (json, key) {
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@@ -181,7 +235,8 @@ Phaser.Tilemap.prototype.parseTiledJSON = function (json, key) {
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/**
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* Create tiles of given quantity.
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* @param qty {number} Quentity of tiles to be generated.
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* @method Phaser.Tilemap.prototype.generateTiles
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* @param {number} qty - Quantity of tiles to be generated.
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*/
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Phaser.Tilemap.prototype.generateTiles = function (qty) {
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@@ -194,8 +249,10 @@ Phaser.Tilemap.prototype.generateTiles = function (qty) {
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/**
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* Set callback to be called when this tilemap collides.
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* @param context {object} Callback will be called with this context.
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* @param callback {function} Callback function.
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*
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* @method Phaser.Tilemap.prototype.setCollisionCallback
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* @param {object} context - Callback will be called with this context.
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* @param {Function} callback - Callback function.
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*/
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Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
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@@ -206,12 +263,14 @@ Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
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/**
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* Set collision configs of tiles in a range index.
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* @param start {number} First index of tiles.
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* @param end {number} Last index of tiles.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {bool} Reset collision flags before set.
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* @param separateX {bool} Enable seprate at x-axis.
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* @param separateY {bool} Enable seprate at y-axis.
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*
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* @method Phaser.Tilemap.prototype.setCollisionRange
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* @param {number} start - First index of tiles.
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* @param {number} end - Last index of tiles.
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* @param {number} collision - Bit field of flags. (see Tile.allowCollision)
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* @param {bool} resetCollisions - Reset collision flags before set.
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* @param {bool} separateX - Enable separate at x-axis.
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* @param {bool} separateY - Enable separate at y-axis.
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*/
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Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
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@@ -228,11 +287,15 @@ Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right,
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/**
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* Set collision configs of tiles with given index.
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* @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {bool} Reset collision flags before set.
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* @param separateX {bool} Enable seprate at x-axis.
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* @param separateY {bool} Enable seprate at y-axis.
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* @param {number[]} values - Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
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* @param {number} collision - Bit field of flags (see Tile.allowCollision).
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* @param {bool} resetCollisions - Reset collision flags before set.
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* @param {bool} left - Indicating collide with any object on the left.
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* @param {bool} right - Indicating collide with any object on the right.
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* @param {bool} up - Indicating collide with any object on the top.
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* @param {bool} down - Indicating collide with any object on the bottom.
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* @param {bool} separateX - Enable separate at x-axis.
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* @param {bool} separateY - Enable separate at y-axis.
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*/
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Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
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@@ -251,7 +314,7 @@ Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up
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/**
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* Get the tile by its index.
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* @param value {number} Index of the tile you want to get.
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* @param {number} value - Index of the tile you want to get.
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* @return {Tile} The tile with given index.
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*/
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Phaser.Tilemap.prototype.getTileByIndex = function (value) {
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@@ -267,9 +330,9 @@ Phaser.Tilemap.prototype.getTileByIndex = function (value) {
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/**
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* Get the tile located at specific position and layer.
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* @param x {number} X position of this tile located.
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* @param y {number} Y position of this tile located.
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* @param [layer] {number} layer of this tile located.
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* @param {number} x - X position of this tile located.
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* @param {number} y - Y position of this tile located.
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* @param {number} [layer] - layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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Phaser.Tilemap.prototype.getTile = function (x, y, layer) {
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@@ -281,10 +344,10 @@ Phaser.Tilemap.prototype.getTile = function (x, y, layer) {
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};
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/**
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* Get the tile located at specific position (in world coordinate) and layer. (thus you give a position of a point which is within the tile)
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* @param x {number} X position of the point in target tile.
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* @param x {number} Y position of the point in target tile.
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* @param [layer] {number} layer of this tile located.
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* Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
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* @param {number} x - X position of the point in target tile.
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* @param {number} y - Y position of the point in target tile.
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* @param {number} [layer] - layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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Phaser.Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) {
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@@ -296,9 +359,9 @@ Phaser.Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) {
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};
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/**
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* Gets the tile underneath the Input.x/y position
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* @param layer The layer to check, defaults to 0
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* @returns {Tile}
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* Gets the tile underneath the Input.x/y position.
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* @param {number} layer - The layer to check, defaults to 0.
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* @return {Tile}
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*/
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Phaser.Tilemap.prototype.getTileFromInputXY = function (layer) {
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@@ -310,8 +373,8 @@ Phaser.Tilemap.prototype.getTileFromInputXY = function (layer) {
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/**
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* Get tiles overlaps the given object.
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* @param object {GameObject} Tiles you want to get that overlaps this.
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* @return {array} Array with tiles information. (Each contains x, y and the tile.)
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* @param {GameObject} object - Tiles you want to get that overlaps this.
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* @return {array} Array with tiles information (Each contains x, y and the tile).
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*/
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Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
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@@ -323,9 +386,9 @@ Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
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/**
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* Check whether this tilemap collides with the given game object or group of objects.
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* @param objectOrGroup {function} Target object of group you want to check.
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* @param callback {function} This is called if objectOrGroup collides the tilemap.
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* @param context {object} Callback will be called with this context.
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* @param {Function} objectOrGroup - Target object of group you want to check.
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* @param {Function} callback - This is called if objectOrGroup collides the tilemap.
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* @param {object} context - Callback will be called with this context.
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* @return {bool} Return true if this collides with given object, otherwise return false.
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*/
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Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
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@@ -353,7 +416,7 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
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/**
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* Check whether this tilemap collides with the given game object.
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* @param object {GameObject} Target object you want to check.
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* @param {GameObject} object - Target object you want to check.
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* @return {bool} Return true if this collides with given object, otherwise return false.
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*/
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Phaser.Tilemap.prototype.collideGameObject = function (object) {
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@@ -383,10 +446,10 @@ Phaser.Tilemap.prototype.collideGameObject = function (object) {
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/**
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* Set a tile to a specific layer.
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* @param x {number} X position of this tile.
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* @param y {number} Y position of this tile.
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* @param index {number} The index of this tile type in the core map data.
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* @param [layer] {number} which layer you want to set the tile to.
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* @param {number} x - X position of this tile.
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* @param {number} y - Y position of this tile.
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* @param {number} index - The index of this tile type in the core map data.
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* @param {number} [layer] - Which layer you want to set the tile to.
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*/
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Phaser.Tilemap.prototype.putTile = function (x, y, index, layer) {
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@@ -397,7 +460,7 @@ Phaser.Tilemap.prototype.putTile = function (x, y, index, layer) {
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};
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/**
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* Calls the renderer
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* Calls the renderer.
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*/
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Phaser.Tilemap.prototype.update = function () {
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@@ -405,6 +468,9 @@ Phaser.Tilemap.prototype.update = function () {
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};
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/**
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* Description.
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*/
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Phaser.Tilemap.prototype.destroy = function () {
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this.tiles.length = 0;
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@@ -412,6 +478,10 @@ Phaser.Tilemap.prototype.destroy = function () {
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};
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/**
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* Get width in pixels.
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* @return {number}
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*/
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Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
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get: function () {
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@@ -420,6 +490,10 @@ Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
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});
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/**
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* Get height in pixels.
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* @return {number}
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*/
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Object.defineProperty(Phaser.Tilemap.prototype, "heightInPixels", {
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get: function () {
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