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Every single Tilemap.Component function has now been made public. This means you can call the Component functions directly, should you need to, outside of the Tilemap system.
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@@ -300,6 +300,7 @@ The way in which Game Objects add themselves to the Scene Update List has change
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* The `Phaser.Scenes.GetScenePlugins` function has now been exposed on the Phaser namespace (thanks @samme)
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* The `Phaser.Structs.Events` namespace has now been exposed on the Phaser namespace (thanks @samme)
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* The `Phaser.Tilemaps.Parsers.Tiled` function has now been exposed on the Phaser namespace (thanks @samme)
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* Every single `Tilemap.Component` function has now been made public. This means you can call the Component functions directly, should you need to, outside of the Tilemap system.
* @param {(integer|array)} indexes - The tile index, or array of indexes, to create Sprites from.
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* @param {(integer|array)} replacements - The tile index, or array of indexes, to change a converted tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.
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* @param {(number|number[])} indexes - The tile index, or array of indexes, to create Sprites from.
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* @param {(number|number[])} replacements - The tile index, or array of indexes, to change a converted tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a one-to-one mapping with the indexes array.
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* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} spriteConfig - The config object to pass into the Sprite creator (i.e. scene.make.sprite).
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* @param {Phaser.Scene} [scene=scene the map is within] - The Scene to create the Sprites within.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when determining the world XY
@@ -32,9 +31,13 @@ var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, came
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