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788 lines
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HTML
788 lines
21 KiB
HTML
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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</li>
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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</li>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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</ul>
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</li>
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</ul>
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</div>
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<h1 class="page-title">Source: tilemap/Tileset.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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* A Tile set is a combination of an image containing the tiles and collision data per tile.
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* You should not normally instantiate this class directly.
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*
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* @class Phaser.Tileset
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* @constructor
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* @param {string} name - The name of the tileset in the map data.
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* @param {number} firstgid - The Tiled firstgid value. In non-Tiled data this should be considered the starting index value of the first tile in this set.
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* @param {number} [width=32] - Width of each tile in pixels.
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* @param {number} [height=32] - Height of each tile in pixels.
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* @param {number} [margin=0] - The amount of margin around the tilesheet.
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* @param {number} [spacing=0] - The amount of spacing between each tile in the sheet.
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* @param {object} [properties] - Tileset properties.
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*/
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Phaser.Tileset = function (name, firstgid, width, height, margin, spacing, properties) {
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if (typeof width === 'undefined' || width <= 0) { width = 32; }
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if (typeof height === 'undefined' || height <= 0) { height = 32; }
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if (typeof margin === 'undefined') { margin = 0; }
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if (typeof spacing === 'undefined') { spacing = 0; }
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/**
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* @property {string} name - The name of the Tileset.
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*/
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this.name = name;
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/**
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* @property {number} firstgid - The Tiled firstgid value. In non-Tiled data this should be considered the starting index value of the first tile in this set.
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*/
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this.firstgid = firstgid;
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/**
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* @property {number} tileWidth - The width of a tile in pixels.
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*/
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this.tileWidth = width;
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/**
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* @property {number} tileHeight - The height of a tile in pixels.
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*/
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this.tileHeight = height;
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/**
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* @property {number} tileMargin - The margin around the tiles in the tileset.
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*/
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this.tileMargin = margin;
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/**
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* @property {number} tileSpacing - The spacing in pixels between each tile in the tileset.
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*/
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this.tileSpacing = spacing;
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/**
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* @property {object} properties - Tileset specific properties (typically defined in the Tiled editor).
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*/
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this.properties = properties;
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/**
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* @property {object} image - The image used for rendering. This is a reference to the image stored in Phaser.Cache.
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*/
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this.image = null;
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/**
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* @property {number} rows - The number of rows in the tile sheet.
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*/
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this.rows = 0;
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/**
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* @property {number} columns - The number of columns in the tile sheet.
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*/
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this.columns = 0;
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/**
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* @property {number} total - The total number of tiles in the tilesheet.
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*/
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this.total = 0;
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/**
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* @property {array} draw - The tile drawImage look-up table
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* @private
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*/
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this.drawCoords = [];
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};
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Phaser.Tileset.prototype = {
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/**
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* Draws a tile from this Tileset at the given coordinates on the context.
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*
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* @method Phaser.Tileset#draw
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* @param {CanvasRenderingContext2D} context - The context to draw the tile onto.
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* @param {number} x - The x coordinate to draw to.
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* @param {number} y - The y coordinate to draw to.
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* @param {number} index - The index of the tile within the set to draw.
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*/
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draw: function (context, x, y, index) {
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if (!this.image || !this.drawCoords[index])
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{
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return;
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}
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context.drawImage(
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this.image,
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this.drawCoords[index][0],
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this.drawCoords[index][1],
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this.tileWidth,
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this.tileHeight,
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x,
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y,
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this.tileWidth,
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this.tileHeight
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);
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},
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/**
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* Adds a reference from this Tileset to an Image stored in the Phaser.Cache.
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*
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* @method Phaser.Tileset#setImage
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* @param {Image} image - The image this tileset will use to draw with.
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*/
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setImage: function (image) {
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this.image = image;
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this.rows = Math.round((image.height - this.tileMargin) / (this.tileHeight + this.tileSpacing));
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this.columns = Math.round((image.width - this.tileMargin) / (this.tileWidth + this.tileSpacing));
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this.total = this.rows * this.columns;
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// Create the index look-up
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this.drawCoords.length = 0;
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var tx = this.tileMargin;
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var ty = this.tileMargin;
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var i = this.firstgid;
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for (var y = 0; y < this.rows; y++)
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{
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for (var x = 0; x < this.columns; x++)
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{
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this.drawCoords[i] = [ tx, ty ];
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tx += this.tileWidth + this.tileSpacing;
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i++;
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}
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tx = this.tileMargin;
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ty += this.tileHeight + this.tileSpacing;
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}
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},
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/**
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* Sets tile spacing and margins.
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*
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* @method Phaser.Tileset#setSpacing
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* @param {number} [tileMargin] - The margin around the tiles in the sheet.
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* @param {number} [tileSpacing] - The spacing between the tiles in the sheet.
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*/
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setSpacing: function (margin, spacing) {
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this.tileMargin = margin;
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this.tileSpacing = spacing;
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this.setImage(this.image);
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}
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};
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Phaser.Tileset.prototype.constructor = Phaser.Tileset;
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</pre>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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<br />
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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