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* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
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@@ -311,10 +311,13 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
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this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
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this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
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this._results.length = 0;
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// This should apply the layer x/y here
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// this._results.length = 0;
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this._results = [];
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// pretty sure we don't use this any more?
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this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
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// this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
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var _index = 0;
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var _tile = null;
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