mirror of
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Adding docs.
This commit is contained in:
+196
-82
@@ -1,113 +1,203 @@
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/**
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* Phaser - TilemapLayer
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*
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* A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
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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.TilemapLayer
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*/
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/**
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* TilemapLayer constructor
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* Create a new <code>TilemapLayer</code>.
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*
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* @class Phaser.TilemapLayer
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* @classdesc A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
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* @constructor
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* @param parent {Tilemap} The tilemap that contains this layer.
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* @param id {number} The ID of this layer within the Tilemap array.
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* @param key {string} Asset key for this map.
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* @param mapFormat {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
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* @param mapformat {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
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* @param name {string} Name of this layer, so you can get this layer by its name.
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* @param tileWidth {number} Width of tiles in this map.
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* @param tileHeight {number} Height of tiles in this map.
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*/
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Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, tileHeight) {
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/**
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* Controls whether update() and draw() are automatically called.
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* @type {bool}
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*/
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/**
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* @property {bool} exists - Controls whether update() and draw() are automatically called.
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* @default
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*/
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this.exists = true;
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/**
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* Controls whether draw() are automatically called.
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* @type {bool}
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*/
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/**
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* @property {bool} visible - Controls whether draw() are automatically called.
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* @default
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*/
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this.visible = true;
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/**
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* How many tiles in each row.
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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* @property {number} widthInTiles
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* @default
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*/
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this.widthInTiles = 0;
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/**
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* How many tiles in each column.
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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* @property {number} heightInTiles
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* @default
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*/
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this.heightInTiles = 0;
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/**
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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* @property {number} widthInPixels
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* @default
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*/
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this.widthInPixels = 0;
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/**
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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* @property {number} heightInPixels
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* @default
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*/
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this.heightInPixels = 0;
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/**
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* Distance between REAL tiles to the tileset texture bound.
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* @type {number}
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* @property {number} tileMargin
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* @default
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*/
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this.tileMargin = 0;
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/**
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* Distance between every 2 neighbor tile in the tileset texture.
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* @type {number}
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* @property {number} tileSpacing
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* @default
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*/
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this.tileSpacing = 0;
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/**
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* @property {Description} parent - Description.
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*/
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this.parent = parent;
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/**
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* @property {Phaser.Game} game - Description.
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*/
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this.game = parent.game;
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/**
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* @property {Description} ID - Description.
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*/
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this.ID = id;
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/**
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* @property {Description} name - Description.
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*/
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this.name = 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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* @property {Description} type - Description.
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*/
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this.type = Phaser.TILEMAPLAYER;
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/**
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* @property {tileWidth} mapFormat - Description.
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*/
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this.mapFormat = mapFormat;
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/**
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* @property {Description} tileWidth - Description.
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*/
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this.tileWidth = tileWidth;
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/**
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* @property {Description} tileHeight - Description.
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*/
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this.tileHeight = tileHeight;
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/**
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* @property {Phaser.Rectangle} boundsInTiles - Description.
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*/
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this.boundsInTiles = new Phaser.Rectangle();
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var map = this.game.cache.getTilemap(key);
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/**
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* @property {Description} tileset - Description.
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*/
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this.tileset = map.data;
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/**
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* @property {Description} _alpha - Description.
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* @private
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* @default
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*/
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this._alpha = 1;
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this.quadTree = null;
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/**
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* @property {Description} canvas - Description.
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* @default
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*/
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this.canvas = null;
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/**
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* @property {Description} context - Description.
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* @default
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*/
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this.context = null;
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/**
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* @property {Description} baseTexture - Description.
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* @default
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*/
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this.baseTexture = null;
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/**
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* @property {Description} texture - Description.
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* @default
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*/
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this.texture = null;
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/**
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* @property {Description} sprite - Description.
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* @default
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*/
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this.sprite = null;
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/**
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* @property {array} mapData - Description.
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*/
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this.mapData = [];
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/**
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* @property {array} _tempTileBlock - Description.
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* @private
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*/
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this._tempTileBlock = [];
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/**
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* @property {array} _tempBlockResults - Description.
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* @private
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*
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*/
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this._tempBlockResults = [];
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};
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Phaser.TilemapLayer.prototype = {
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/**
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/**
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* Set a specific tile with its x and y in tiles.
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* @param x {number} X position of this tile in world coordinates.
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* @param y {number} Y position of this tile in world coordinates.
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* @param index {number} The index of this tile type in the core map data.
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* @method putTileWorldXY
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* @param {number} x - X position of this tile in world coordinates.
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* @param {number} y - Y position of this tile in world coordinates.
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* @param {number} index - The index of this tile type in the core map data.
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*/
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putTileWorldXY: function (x, y, index) {
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@@ -124,11 +214,12 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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/**
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* Set a specific tile with its x and y in tiles.
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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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* @method putTile
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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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*/
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putTile: function (x, y, index) {
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@@ -142,14 +233,15 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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/**
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* Swap tiles with 2 kinds of indexes.
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* @param tileA {number} First tile index.
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* @param tileB {number} Second tile index.
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* @param [x] {number} specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
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* @param [y] {number} specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
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* @param [width] {number} specify a Rectangle of tiles to operate. The width in tiles.
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* @param [height] {number} specify a Rectangle of tiles to operate. The height in tiles.
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* @method swapTile
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* @param {number} tileA - First tile index.
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* @param {number} tileB - Second tile index.
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* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
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* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
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* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
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* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
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*/
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swapTile: function (tileA, tileB, x, y, width, height) {
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@@ -186,13 +278,14 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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/**
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* Fill a tile block with a specific tile index.
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* @param index {number} Index of tiles you want to fill with.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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* @method fillTile
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* @param {number} index - Index of tiles you want to fill with.
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* @param {number} [x] - X position (in tiles) of block's left-top corner.
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* @param {number} [y] - Y position (in tiles) of block's left-top corner.
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* @param {number} [width] - width of block.
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* @param {number} [height] - height of block.
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*/
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fillTile: function (index, x, y, width, height) {
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@@ -210,13 +303,14 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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/**
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* Set random tiles to a specific tile block.
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* @param tiles {number[]} Tiles with indexes in this array will be randomly set to the given block.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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* @method randomiseTiles
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* @param {number[]} tiles - Tiles with indexes in this array will be randomly set to the given block.
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* @param {number} [x] - X position (in tiles) of block's left-top corner.
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* @param {number} [y] - Y position (in tiles) of block's left-top corner.
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* @param {number} [width] - width of block.
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* @param {number} [height] - height of block.
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*/
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randomiseTiles: function (tiles, x, y, width, height) {
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@@ -234,14 +328,15 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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/**
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* Replace one kind of tiles to another kind.
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* @param tileA {number} Index of tiles you want to replace.
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* @param tileB {number} Index of tiles you want to set.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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* @method replaceTile
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* @param {number} tileA - First tile index.
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* @param {number} tileB - Second tile index.
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* @param {number} [x] - X position (in tiles) of block's left-top corner.
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* @param {number} [y] - Y position (in tiles) of block's left-top corner.
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* @param {number} [width] - width of block.
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* @param {number} [height] - height of block.
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*/
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replaceTile: function (tileA, tileB, x, y, width, height) {
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@@ -262,12 +357,13 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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* Get a tile block with specific position and size.(both are in tiles)
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* @param x {number} X position of block's left-top corner.
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* @param y {number} Y position of block's left-top corner.
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* @param width {number} Width of block.
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* @param height {number} Height of block.
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/**
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* Get a tile block with specific position and size (both are in tiles).
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* @method getTileBlock
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* @param {number} [x] - X position (in tiles) of block's left-top corner.
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* @param {number} [y] - Y position (in tiles) of block's left-top corner.
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* @param {number} [width] - width of block.
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* @param {number} [height] - height of block.
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*/
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getTileBlock: function (x, y, width, height) {
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@@ -288,10 +384,11 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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/**
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* Get a tile with specific position (in world coordinate). (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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* @method getTileFromWorldXY
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* @param {number} [x] - X position (in tiles) of block's left-top corner.
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* @param {number} [y] - Y position (in tiles) of block's left-top corner.
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*/
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getTileFromWorldXY: function (x, y) {
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@@ -302,10 +399,11 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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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 informations. (Each contains x, y and the tile.)
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* @method getTileOverlaps
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* @param {GameObject} object - Tiles you want to get that overlaps this.
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* @return {array} Array with tiles informations (each contains x, y, and the tile).
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*/
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getTileOverlaps: function (object) {
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@@ -339,13 +437,14 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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* Get a tile block with its position and size. (This method does not return, it'll set result to _tempTileBlock)
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* @param x {number} X position of block's left-top corner.
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* @param y {number} Y position of block's left-top corner.
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* @param width {number} Width of block.
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* @param height {number} Height of block.
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* @param collisionOnly {bool} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
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/**
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* Get a tile block with its position and size (this method does not return, it'll set result to _tempTileBlock).
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* @method getTempBlock
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* @param {number} [x] - X position (in tiles) of block's left-top corner.
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* @param {number} [y] - Y position (in tiles) of block's left-top corner.
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* @param {number} [width] - width of block.
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* @param {number} [height] - height of block.
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* @param {bool} collisionOnly - Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
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*/
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getTempBlock: function (x, y, width, height, collisionOnly) {
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@@ -404,10 +503,11 @@ Phaser.TilemapLayer.prototype = {
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}
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},
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/**
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/**
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* Get the tile index of specific position (in tiles).
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* @param x {number} X position of the tile.
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* @param y {number} Y position of the tile.
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* @method getTileIndex
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* @param {number} x - X position of the tile.
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* @param {number} y - Y position of the tile.
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* @return {number} Index of the tile at that position. Return null if there isn't a tile there.
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*/
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getTileIndex: function (x, y) {
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@@ -424,9 +524,10 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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/**
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* Add a column of tiles into the layer.
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* @param column {string[]/number[]} An array of tile indexes to be added.
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* @method addColumn
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* @param {string[]|number[]} column - An array of tile indexes to be added.
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*/
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addColumn: function (column) {
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@@ -450,6 +551,10 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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* Description.
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* @method createCanvas
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*/
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createCanvas: function () {
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var width = this.game.width;
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@@ -484,6 +589,7 @@ Phaser.TilemapLayer.prototype = {
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/**
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* Update boundsInTiles with widthInTiles and heightInTiles.
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* @method updateBounds
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*/
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updateBounds: function () {
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@@ -491,12 +597,13 @@ Phaser.TilemapLayer.prototype = {
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},
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/**
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/**
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* Parse tile offsets from map data.
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* Basically this creates a large array of objects that contain the x/y coordinates to grab each tile from
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* for the entire map. Yes we could calculate this at run-time by using the tile index and some math, but we're
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* trading a quite small bit of memory here to not have to process that in our main render loop.
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* @return {number} length of tileOffsets array.
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* @method parseTileOffsets
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* @return {number} Length of tileOffsets array.
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*/
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parseTileOffsets: function () {
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@@ -529,6 +636,13 @@ Phaser.TilemapLayer.prototype = {
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};
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/**
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* Get
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* @return {Description}
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*//**
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* Set
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* @param {Description} value - Description.
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*/
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Object.defineProperty(Phaser.TilemapLayer.prototype, 'alpha', {
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get: function() {
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