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Lots of JSDocs updates in the gameobjects folder
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.TileSprite
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*/
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/**
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* Create a new <code>TileSprite</code>.
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* @class Phaser.Tilemap
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* @classdesc Class description.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {object} x - Description.
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* @param {object} y - Description.
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* @param {number} width - Description.
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* @param {number} height - Description.
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* @param {string} key - Description.
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* @param {Description} frame - Description.
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* @param {number} x - X position of the new tileSprite.
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* @param {number} y - Y position of the new tileSprite.
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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