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Tidying up the examples and more Tilemap work.
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@@ -17,7 +17,7 @@ var waveDataCounter;
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function create() {
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// Create our BitmapData object at a size of 32x64
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bmd = game.add.bitmapData('ball', 32, 64);
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bmd = game.add.bitmapData(32, 64);
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// And apply it to 100 randomly positioned sprites
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for (var i = 0; i < 100; i++)
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@@ -62,7 +62,7 @@ function updateWobblyBall()
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// Now all the pixel data has been redrawn we render it to the BitmapData object.
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// In CANVAS mode this doesn't do anything, but on WebGL it pushes the new texture to the GPU.
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// If your game is exclusively running under Canvas you ca safely ignore this step.
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// If your game is exclusively running under Canvas you can safely ignore this step.
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bmd.render();
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// Cycle through the wave data - this is what causes the image to "undulate"
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