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https://github.com/wassname/phaser.git
synced 2026-07-16 01:20:13 +08:00
Github Issue #101 fixed. Plus more Tilemap updates.
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@@ -114,6 +114,8 @@ Version 1.0.7 (in progress in the dev branch)
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* Added killOnComplete parameter to Animation.play. Really useful in situations where you want a Sprite to animate once then kill itself on complete, like an explosion effect.
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* Added Sprite.loadTexture(key, frame) which allows you to load a new texture set into an existing sprite rather than having to create a new sprite.
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* Tweens .to will now always return the parent (thanks powerfear)
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* You can now pass a PIXI.Texture to Sprite (you also need to pass a Phaser.Frame as the frame parameter) but this is useful for Sprites sharing joint canvases.
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* Fixed Issue #101 (Mouse Button 0 is not recognised, thanks rezoner)
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* TODO: look at Sprite.crop (http://www.html5gamedevs.com/topic/1617-error-in-spritecrop/)
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@@ -17,6 +17,7 @@
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var layer;
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var cursors;
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var sprite2;
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function create() {
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@@ -36,16 +37,22 @@
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'#bcbcbc', '#bcbcbc'
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];
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map.dump();
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// map.dump();
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layer = new Phaser.TilemapLayer(game, 200, 200, 320, 200);
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// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400);
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layer = new Phaser.TilemapLayer(game, 0, 0, 320, 200);
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layer.updateTileset('tiles');
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layer.updateMapData(map, 0);
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layer.sprite.anchor.setTo(0.5, 0.5);
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// layer.sprite.anchor.setTo(0.5, 0.5);
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game.world.add(layer.sprite);
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// layer.sprite.scale.setTo(2, 2);
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game.add.sprite(320, 0, layer.texture, layer.frame);
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game.add.sprite(0, 200, layer.texture, layer.frame);
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game.add.sprite(320, 200, layer.texture, layer.frame);
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cursors = game.input.keyboard.createCursorKeys();
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}
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@@ -247,7 +247,7 @@ Phaser.Pointer.prototype = {
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this.identifier = event.identifier;
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this.target = event.target;
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if (event.button)
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if (typeof event.button !== 'undefined')
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{
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this.button = event.button;
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}
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@@ -351,7 +351,7 @@ Phaser.Pointer.prototype = {
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return;
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}
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if (event.button)
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if (typeof event.button !== 'undefined')
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{
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this.button = event.button;
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}
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@@ -430,8 +430,6 @@ Phaser.Pointer.prototype = {
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if (this._highestRenderObject == null)
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{
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// console.log("HRO null");
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// The pointer isn't currently over anything, check if we've got a lingering previous target
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if (this.targetObject)
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{
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+74
-45
@@ -30,7 +30,6 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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*/
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this.texture = new PIXI.Texture(this.baseTexture);
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// index, x, y, width, height, name, uuid
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this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
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/**
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@@ -47,8 +46,20 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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this.tileWidth = 0;
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this.tileHeight = 0;
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this.widthInTiles = 0;
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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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* @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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* @property {number} heightInPixels
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* @default
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*/
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this.heightInPixels = 0;
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this.renderWidth = renderWidth;
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this.renderHeight = renderHeight;
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@@ -143,15 +154,7 @@ Phaser.TilemapLayer.prototype = {
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this.tilemap = tilemap;
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this.layer = this.tilemap.layers[layerID];
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if (this._maxX > this.layer.width)
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{
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this._maxX = this.layer.width;
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}
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if (this._maxY > this.layer.height)
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{
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this._maxY = this.layer.height;
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}
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this.updateMax();
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},
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@@ -161,10 +164,30 @@ Phaser.TilemapLayer.prototype = {
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this.tileWidth = this.tileset.tileWidth;
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this.tileHeight = this.tileset.tileHeight;
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// This don't need to be calculated every frame!
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this.updateMax();
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},
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updateMax: function () {
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this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
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this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
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if (this.layer)
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{
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if (this._maxX > this.layer.width)
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{
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this._maxX = this.layer.width;
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}
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if (this._maxY > this.layer.height)
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{
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this._maxY = this.layer.height;
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}
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this.widthInPixels = this.layer.width * this.tileWidth;
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this.heightInPixels = this.layer.height * this.tileHeight;
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}
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},
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render: function () {
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@@ -174,36 +197,6 @@ Phaser.TilemapLayer.prototype = {
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return;
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}
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// Work out how many tiles we can fit into our canvas and round it up for the edges
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// this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
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// this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
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// And now work out where in the tilemap the camera actually is
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this._startX = this.game.math.floor(this._x / this.tileWidth);
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this._startY = this.game.math.floor(this._y / this.tileHeight);
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// Tilemap bounds check
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if (this._startX < 0)
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{
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this._startX = 0;
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}
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if (this._startY < 0)
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{
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this._startY = 0;
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}
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if (this._startX + this._maxX > this.layer.width)
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{
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this._startX = this.layer.width - this._maxX;
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}
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if (this._startY + this._maxY > this.layer.height)
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{
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this._startY = this.layer.height - this._maxY;
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}
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// Finally get the offset to avoid the blocky movement
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this._dx = -(this._x - (this._startX * this.tileWidth));
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this._dy = -(this._y - (this._startY * this.tileHeight));
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@@ -282,9 +275,27 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
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set: function (value) {
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if (value !== this._x)
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if (value !== this._x && value >= 0)
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{
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this._x = value;
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if (this._x > (this.widthInPixels - this.renderWidth))
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{
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this._x = this.widthInPixels - this.renderWidth;
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}
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this._startX = this.game.math.floor(this._x / this.tileWidth);
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if (this._startX < 0)
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{
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this._startX = 0;
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}
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if (this._startX + this._maxX > this.layer.width)
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{
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this._startX = this.layer.width - this._maxX;
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}
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this.dirty = true;
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}
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@@ -300,9 +311,27 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
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set: function (value) {
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if (value !== this._y)
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if (value !== this._y && value >= 0)
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{
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this._y = value;
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if (this._y > (this.heightInPixels - this.renderHeight))
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{
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this._y = this.heightInPixels - this.renderHeight;
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}
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this._startY = this.game.math.floor(this._y / this.tileHeight);
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if (this._startY < 0)
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{
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this._startY = 0;
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}
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if (this._startY + this._maxY > this.layer.height)
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{
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this._startY = this.layer.height - this._maxY;
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}
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this.dirty = true;
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}
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