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synced 2026-08-03 13:10:25 +08:00
Tilemap had the wrong @method signatures so most were missing from the docs.
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+58
-20
@@ -32,14 +32,49 @@ Phaser.Tilemap = function (game, key) {
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return;
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}
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/**
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* @property {number} width - The width of the map (in tiles).
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*/
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this.width = data.width;
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/**
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* @property {number} height - The height of the map (in tiles).
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*/
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this.height = data.height;
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/**
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* @property {number} tileWidth - The base width of the tiles in the map (in pixels).
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*/
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this.tileWidth = data.tileWidth;
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/**
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* @property {number} tileHeight - The base height of the tiles in the map (in pixels).
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*/
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this.tileHeight = data.tileHeight;
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/**
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* @property {string} orientation - The orientation of the map data (as specified in Tiled), usually 'orthogonal'.
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*/
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this.orientation = data.orientation;
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/**
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* @property {number} version - The version of the map data (as specified in Tiled, usually 1).
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*/
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this.version = data.version;
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/**
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* @property {object} properties - Map specific properties as specified in Tiled.
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*/
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this.properties = data.properties;
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/**
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* @property {number} widthInPixels - The width of the map in pixels based on width * tileWidth.
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*/
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this.widthInPixels = data.widthInPixels;
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/**
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* @property {number} heightInPixels - The height of the map in pixels based on height * tileHeight.
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*/
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this.heightInPixels = data.heightInPixels;
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/**
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@@ -191,12 +226,13 @@ Phaser.Tilemap.prototype = {
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},
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// Region? Remove tile from map data?
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/*
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createFromTiles: function (layer, tileIndex, key, frame, group) {
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if (typeof group === 'undefined') { group = this.game.world; }
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},
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*/
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/**
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* Creates a Sprite for every object matching the given gid in the map data. You can optionally specify the group that the Sprite will be created in. If none is
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@@ -204,7 +240,7 @@ Phaser.Tilemap.prototype = {
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* configure Sprite properties from within the map editor. For example giving an object a property if alpha: 0.5 in the map editor will duplicate that when the
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* Sprite is created. You could also give it a value like: body.velocity.x: 100 to set it moving automatically.
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*
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* @method Phaser.Tileset#createFromObjects
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* @method Phaser.Tilemap#createFromObjects
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* @param {string} name - The name of the Object Group to create Sprites from.
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* @param {number} gid - The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents.
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* @param {string} key - The Game.cache key of the image that this Sprite will use.
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@@ -249,8 +285,10 @@ Phaser.Tilemap.prototype = {
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/**
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* Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera.
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* The `layer` parameter is important. If you've created your map in Tiled then you can get this by looking in Tiled and looking at the Layer name.
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* Or you can open the JSON file it exports and look at the layers[].name value. Either way it must match.
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*
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* @method Phaser.Tileset#createLayer
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* @method Phaser.Tilemap#createLayer
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* @param {number|string} layer - The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents.
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* @param {number} [width] - The rendered width of the layer, should never be wider than Game.width. If not given it will be set to Game.width.
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* @param {number} [height] - The rendered height of the layer, should never be wider than Game.height. If not given it will be set to Game.height.
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@@ -285,7 +323,7 @@ Phaser.Tilemap.prototype = {
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/**
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* Gets the layer index based on the layers name.
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*
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* @method Phaser.Tileset#getIndex
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* @method Phaser.Tilemap#getIndex
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* @protected
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* @param {array} location - The local array to search.
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* @param {string} name - The name of the array element to get.
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@@ -308,7 +346,7 @@ Phaser.Tilemap.prototype = {
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/**
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* Gets the layer index based on its name.
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*
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* @method Phaser.Tileset#getLayerIndex
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* @method Phaser.Tilemap#getLayerIndex
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* @param {string} name - The name of the layer to get.
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* @return {number} The index of the layer in this tilemap, or null if not found.
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*/
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@@ -321,7 +359,7 @@ Phaser.Tilemap.prototype = {
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/**
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* Gets the tileset index based on its name.
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*
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* @method Phaser.Tileset#getTilesetIndex
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* @method Phaser.Tilemap#getTilesetIndex
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* @param {string} name - The name of the tileset to get.
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* @return {number} The index of the tileset in this tilemap, or null if not found.
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*/
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@@ -334,7 +372,7 @@ Phaser.Tilemap.prototype = {
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/**
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* Gets the image index based on its name.
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*
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* @method Phaser.Tileset#getImageIndex
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* @method Phaser.Tilemap#getImageIndex
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* @param {string} name - The name of the image to get.
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* @return {number} The index of the image in this tilemap, or null if not found.
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*/
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@@ -347,7 +385,7 @@ Phaser.Tilemap.prototype = {
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/**
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* Gets the object index based on its name.
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*
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* @method Phaser.Tileset#getObjectIndex
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* @method Phaser.Tilemap#getObjectIndex
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* @param {string} name - The name of the object to get.
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* @return {number} The index of the object in this tilemap, or null if not found.
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*/
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@@ -362,7 +400,7 @@ Phaser.Tilemap.prototype = {
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* If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.
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* If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.
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*
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* @method Phaser.Tileset#setTileIndexCallback
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* @method Phaser.Tilemap#setTileIndexCallback
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* @param {number|array} indexes - Either a single tile index, or an array of tile indexes to have a collision callback set for.
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* @param {function} callback - The callback that will be invoked when the tile is collided with.
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* @param {object} callbackContext - The context under which the callback is called.
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@@ -393,7 +431,7 @@ Phaser.Tilemap.prototype = {
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* If a callback is already set for the tile index it will be replaced. Set the callback to null to remove it.
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* If you want to set a callback for a tile at a specific location on the map then see setTileLocationCallback.
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*
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* @method Phaser.Tileset#setTileLocationCallback
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* @method Phaser.Tilemap#setTileLocationCallback
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* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
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* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
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* @param {number} width - The width of the area to copy (given in tiles, not pixels)
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@@ -424,7 +462,7 @@ Phaser.Tilemap.prototype = {
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* Sets collision the given tile or tiles. You can pass in either a single numeric index or an array of indexes: [ 2, 3, 15, 20].
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* The `collides` parameter controls if collision will be enabled (true) or disabled (false).
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*
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* @method Phaser.Tileset#setCollision
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* @method Phaser.Tilemap#setCollision
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* @param {number|array} indexes - Either a single tile index, or an array of tile IDs to be checked for collision.
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* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
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* @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.
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@@ -458,7 +496,7 @@ Phaser.Tilemap.prototype = {
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* Calling this with a start value of 10 and a stop value of 14 would set collision for tiles 10, 11, 12, 13 and 14.
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* The `collides` parameter controls if collision will be enabled (true) or disabled (false).
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*
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* @method Phaser.Tileset#setCollisionBetween
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* @method Phaser.Tilemap#setCollisionBetween
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* @param {number} start - The first index of the tile to be set for collision.
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* @param {number} stop - The last index of the tile to be set for collision.
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* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
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@@ -489,7 +527,7 @@ Phaser.Tilemap.prototype = {
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* Sets collision on all tiles in the given layer, except for the IDs of those in the given array.
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* The `collides` parameter controls if collision will be enabled (true) or disabled (false).
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*
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* @method Phaser.Tileset#setCollisionByExclusion
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* @method Phaser.Tilemap#setCollisionByExclusion
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* @param {array} indexes - An array of the tile IDs to not be counted for collision.
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* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision.
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* @param {number|string|Phaser.TilemapLayer} [layer] - The layer to operate on. If not given will default to this.currentLayer.
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@@ -518,7 +556,7 @@ Phaser.Tilemap.prototype = {
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* Sets collision values on a tile in the set.
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* You shouldn't usually call this method directly, instead use setCollision, setCollisionBetween or setCollisionByExclusion.
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*
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* @method Phaser.Tileset#setCollisionByIndex
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* @method Phaser.Tilemap#setCollisionByIndex
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* @protected
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* @param {number} index - The index of the tile on the layer.
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* @param {boolean} [collides=true] - If true it will enable collision on the tile. If false it will clear collision values from the tile.
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@@ -561,7 +599,7 @@ Phaser.Tilemap.prototype = {
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/**
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* Gets the TilemapLayer index as used in the setCollision calls.
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*
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* @method Phaser.Tileset#getLayer
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* @method Phaser.Tilemap#getLayer
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* @protected
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* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
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* @return {number} The TilemapLayer index.
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@@ -592,7 +630,7 @@ Phaser.Tilemap.prototype = {
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/**
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* Internal function.
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*
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* @method Phaser.Tileset#calculateFaces
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* @method Phaser.Tilemap#calculateFaces
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* @protected
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* @param {number} layer - The index of the TilemapLayer to operate on.
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*/
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@@ -649,7 +687,7 @@ Phaser.Tilemap.prototype = {
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* Gets the tile above the tile coordinates given.
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* Mostly used as an internal function by calculateFaces.
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*
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* @method Phaser.Tileset#getTileAbove
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* @method Phaser.Tilemap#getTileAbove
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* @param {number} layer - The local layer index to get the tile from. Can be determined by Tilemap.getLayer().
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* @param {number} x - The x coordinate to get the tile from. In tiles, not pixels.
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* @param {number} y - The y coordinate to get the tile from. In tiles, not pixels.
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@@ -669,7 +707,7 @@ Phaser.Tilemap.prototype = {
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* Gets the tile below the tile coordinates given.
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* Mostly used as an internal function by calculateFaces.
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*
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* @method Phaser.Tileset#getTileBelow
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* @method Phaser.Tilemap#getTileBelow
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* @param {number} layer - The local layer index to get the tile from. Can be determined by Tilemap.getLayer().
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* @param {number} x - The x coordinate to get the tile from. In tiles, not pixels.
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* @param {number} y - The y coordinate to get the tile from. In tiles, not pixels.
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@@ -689,7 +727,7 @@ Phaser.Tilemap.prototype = {
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* Gets the tile to the left of the tile coordinates given.
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* Mostly used as an internal function by calculateFaces.
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*
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* @method Phaser.Tileset#getTileLeft
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* @method Phaser.Tilemap#getTileLeft
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* @param {number} layer - The local layer index to get the tile from. Can be determined by Tilemap.getLayer().
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* @param {number} x - The x coordinate to get the tile from. In tiles, not pixels.
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* @param {number} y - The y coordinate to get the tile from. In tiles, not pixels.
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@@ -709,7 +747,7 @@ Phaser.Tilemap.prototype = {
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* Gets the tile to the right of the tile coordinates given.
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* Mostly used as an internal function by calculateFaces.
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*
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* @method Phaser.Tileset#getTileRight
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* @method Phaser.Tilemap#getTileRight
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* @param {number} layer - The local layer index to get the tile from. Can be determined by Tilemap.getLayer().
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* @param {number} x - The x coordinate to get the tile from. In tiles, not pixels.
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* @param {number} y - The y coordinate to get the tile from. In tiles, not pixels.
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