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823 lines
19 KiB
HTML
823 lines
19 KiB
HTML
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<h1 class="page-title">Source: core/World.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* "This world is but a canvas to our imagination." - Henry David Thoreau
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*
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* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
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* by stage limits and can be any size. You look into the world via cameras. All game objects live within
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* the world at world-based coordinates. By default a world is created the same size as your Stage.
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*
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* @class Phaser.World
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* @extends Phaser.Group
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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Phaser.World = function (game) {
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Phaser.Group.call(this, game, null, '__world', false);
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/**
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* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
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* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
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* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
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* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
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* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
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*/
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this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
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/**
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* @property {Phaser.Camera} camera - Camera instance.
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*/
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this.camera = null;
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/**
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* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
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*/
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this.currentRenderOrderID = 0;
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};
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Phaser.World.prototype = Object.create(Phaser.Group.prototype);
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Phaser.World.prototype.constructor = Phaser.World;
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/**
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* Initialises the game world.
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*
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* @method Phaser.World#boot
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* @protected
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*/
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Phaser.World.prototype.boot = function () {
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this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
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this.camera.displayObject = this._container;
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this.game.camera = this.camera;
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}
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/**
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* This is called automatically after the plugins preUpdate and before the State.update.
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* Most objects have preUpdate methods and it's where initial movement, drawing and calculations are done.
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*
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* @method Phaser.World#update
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*/
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Phaser.World.prototype.preUpdate = function () {
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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{
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// If preUpdate exists, and it returns false, skip PIXI child objects
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if (currentNode['preUpdate'] && !currentNode.preUpdate())
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{
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currentNode = currentNode.last._iNext;
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}
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else
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{
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currentNode = currentNode._iNext;
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}
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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/**
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* This is called automatically after the State.update, but before particles or plugins update.
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* Most objects won't have an update method set unless explicitly given one.
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*
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* @method Phaser.World#update
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*/
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Phaser.World.prototype.update = function () {
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this.currentRenderOrderID = 0;
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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{
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// If update exists, and it returns false, skip PIXI child objects
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if (currentNode['update'] && !currentNode.update())
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{
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currentNode = currentNode.last._iNext;
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}
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else
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{
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currentNode = currentNode._iNext;
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}
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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/**
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* This is called automatically before the renderer runs and after the plugins have updated.
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* In postUpdate this is where all the final physics calculatations and object positioning happens.
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* The objects are processed in the order of the display list.
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* The only exception to this is if the camera is following an object, in which case that is updated first.
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*
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* @method Phaser.World#postUpdate
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*/
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Phaser.World.prototype.postUpdate = function () {
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if (this.camera.target && this.camera.target['postUpdate'])
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{
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this.camera.target.postUpdate();
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this.camera.update();
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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{
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if (currentNode['postUpdate'] && currentNode !== this.camera.target)
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{
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currentNode.postUpdate();
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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else
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{
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this.camera.update();
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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{
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if (currentNode['postUpdate'])
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{
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currentNode.postUpdate();
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}
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currentNode = currentNode._iNext;
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}
|
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while (currentNode != this.game.stage._stage.last._iNext)
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
|
|
*
|
|
* @method Phaser.World#setBounds
|
|
* @param {number} x - Top left most corner of the world.
|
|
* @param {number} y - Top left most corner of the world.
|
|
* @param {number} width - New width of the world. Can never be smaller than the Game.width.
|
|
* @param {number} height - New height of the world. Can never be smaller than the Game.height.
|
|
*/
|
|
Phaser.World.prototype.setBounds = function (x, y, width, height) {
|
|
|
|
if (width < this.game.width)
|
|
{
|
|
width = this.game.width;
|
|
}
|
|
|
|
if (height < this.game.height)
|
|
{
|
|
height = this.game.height;
|
|
}
|
|
|
|
this.bounds.setTo(x, y, width, height);
|
|
|
|
if (this.camera.bounds)
|
|
{
|
|
// The Camera can never be smaller than the game size
|
|
this.camera.bounds.setTo(x, y, width, height);
|
|
}
|
|
|
|
this.game.physics.setBoundsToWorld();
|
|
|
|
}
|
|
|
|
/**
|
|
* Destroyer of worlds.
|
|
* @method Phaser.World#destroy
|
|
*/
|
|
Phaser.World.prototype.destroy = function () {
|
|
|
|
this.camera.x = 0;
|
|
this.camera.y = 0;
|
|
|
|
this.game.input.reset(true);
|
|
|
|
this.removeAll();
|
|
|
|
}
|
|
|
|
/**
|
|
* @name Phaser.World#width
|
|
* @property {number} width - Gets or sets the current width of the game world.
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "width", {
|
|
|
|
get: function () {
|
|
return this.bounds.width;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.bounds.width = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#height
|
|
* @property {number} height - Gets or sets the current height of the game world.
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "height", {
|
|
|
|
get: function () {
|
|
return this.bounds.height;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.bounds.height = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#centerX
|
|
* @property {number} centerX - Gets the X position corresponding to the center point of the world.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "centerX", {
|
|
|
|
get: function () {
|
|
return this.bounds.halfWidth;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#centerY
|
|
* @property {number} centerY - Gets the Y position corresponding to the center point of the world.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "centerY", {
|
|
|
|
get: function () {
|
|
return this.bounds.halfHeight;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#randomX
|
|
* @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "randomX", {
|
|
|
|
get: function () {
|
|
|
|
if (this.bounds.x < 0)
|
|
{
|
|
return this.game.rnd.integerInRange(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x)));
|
|
}
|
|
else
|
|
{
|
|
return this.game.rnd.integerInRange(this.bounds.x, this.bounds.width);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#randomY
|
|
* @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "randomY", {
|
|
|
|
get: function () {
|
|
|
|
if (this.bounds.y < 0)
|
|
{
|
|
return this.game.rnd.integerInRange(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y)));
|
|
}
|
|
else
|
|
{
|
|
return this.game.rnd.integerInRange(this.bounds.y, this.bounds.height);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.World#visible
|
|
* @property {boolean} visible - Gets or sets the visible state of the World.
|
|
*/
|
|
Object.defineProperty(Phaser.World.prototype, "visible", {
|
|
|
|
get: function () {
|
|
return this._container.visible;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._container.visible = value;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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|
</span>
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</footer>
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</div>
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