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Removing old and incorrect jsdoc blocks ready for first documentation pass.
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v3/src/actions/GridAlign.js

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@@ -5,57 +5,6 @@ var GetValue = require('../utils/object/GetValue');
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var tempZone = new Zone({ sys: { sortChildrenFlag: false }}, 0, 0, 1, 1);
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/**
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* This method iterates through all children in the Group (regardless if they are visible or exist)
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* and then changes their position so they are arranged in a Grid formation. Children must have
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* the `alignTo` method in order to be positioned by this call. All default Phaser Game Objects have
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* this.
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*
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* The grid dimensions are determined by the first four arguments. The `width` and `height` arguments
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* relate to the width and height of the grid respectively.
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*
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* For example if the Group had 100 children in it:
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*
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* `Group.align(10, 10, 32, 32)`
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*
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* This will align all of the children into a grid formation of 10x10, using 32 pixels per
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* grid cell. If you want a wider grid, you could do:
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*
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* `Group.align(25, 4, 32, 32)`
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*
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* This will align the children into a grid of 25x4, again using 32 pixels per grid cell.
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*
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* You can choose to set _either_ the `width` or `height` value to -1. Doing so tells the method
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* to keep on aligning children until there are no children left. For example if this Group had
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* 48 children in it, the following:
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*
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* `Group.align(-1, 8, 32, 32)`
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*
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* ... will align the children so that there are 8 children vertically (the second argument),
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* and each row will contain 6 sprites, except the last one, which will contain 5 (totaling 48)
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*
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* You can also do:
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*
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* `Group.align(10, -1, 32, 32)`
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*
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* In this case it will create a grid 10 wide, and as tall as it needs to be in order to fit
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* all of the children in.
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*
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* The `position` property allows you to control where in each grid cell the child is positioned.
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* This is a constant and can be one of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`,
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* `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`,
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* `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
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*
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* The final argument; `offset` lets you start the alignment from a specific child index.
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*
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* @method Phaser.Group#align
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* @param {integer} width - The width of the grid in items (not pixels). Set to -1 for a dynamic width. If -1 then you must set an explicit height value.
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* @param {integer} height - The height of the grid in items (not pixels). Set to -1 for a dynamic height. If -1 then you must set an explicit width value.
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* @param {integer} cellWidth - The width of each grid cell, in pixels.
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* @param {integer} cellHeight - The height of each grid cell, in pixels.
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* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
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* @return {boolean} True if the Group children were aligned, otherwise false.
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*/
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var GridAlign = function (items, options)
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{
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var width = GetValue(options, 'width', -1);

v3/src/animation/manager/AnimationManager.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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var Class = require('../../utils/Class');
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var Components = require('./components/');
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var EventDispatcher = require('../../events/EventDispatcher');
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var Map = require('../../structs/Map');
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/**
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* Animations are managed by the global AnimationManager. This is a singleton class that is
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* responsible for creating and delivering animations and their corresponding data to Game Objects.
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*
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* Sprites and other Game Objects get the data they need from the AnimationManager.
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*
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* Access it via `scene.anims`.
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*
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* @class Phaser.AnimationManager
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* @constructor
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*/
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// Animations are managed by the global AnimationManager. This is a singleton class that is
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// responsible for creating and delivering animations and their corresponding data to Game Objects.
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// Sprites and other Game Objects get the data they need from the AnimationManager.
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// Access it via `scene.anims`.
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var AnimationManager = new Class({
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initialize:

v3/src/boot/Config.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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var Class = require('../utils/Class');
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var CONST = require('../const');
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var GetValue = require('../utils/object/GetValue');

v3/src/boot/CreateRenderer.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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var CONST = require('../const');
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var CanvasPool = require('../dom/CanvasPool');
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var Features = require('../device/Features');
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var CanvasRenderer = require('../renderer/canvas/CanvasRenderer');
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var WebGLRenderer = require('../renderer/webgl/WebGLRenderer');
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var CanvasInterpolation = require('../dom/CanvasInterpolation');
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/**
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* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
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*
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* @method Phaser.Game#setUpRenderer
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* @protected
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*/
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var CreateRenderer = function (game)
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{
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var config = game.config;

v3/src/boot/DebugHeader.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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var CONST = require('../const');
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var CHECKSUM = require('../checksum');
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v3/src/boot/Game.js

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var Class = require('../utils/Class');
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var Config = require('./Config');
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var DebugHeader = require('./DebugHeader');
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this.isBooted = false;
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this.isRunning = false;
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/**
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* @property {EventDispatcher} events - Global / Global Game System Events
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*/
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this.events = new EventDispatcher();
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/**
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* @property {Phaser.AnimationManager} anims - Reference to the Phaser Animation Manager.
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*/
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this.anims = new AnimationManager(this);
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/**
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* @property {Phaser.TextureManager} textures - Reference to the Phaser Texture Manager.
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*/
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this.textures = new TextureManager(this);
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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*/
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this.cache = new GlobalCache(this);
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/**
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* @property {Phaser.Data} registry - Game wide data store.
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*/
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this.registry = new Data(this);
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/**
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* @property {Phaser.Input} input - Reference to the input manager
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*/
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this.input = new GlobalInputManager(this, this.config);
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/**
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* @property {Phaser.GlobalSceneManager} scene - The SceneManager. Phaser instance specific.
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*/
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this.scene = new GlobalSceneManager(this, this.config.sceneConfig);
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/**
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* @property {Phaser.Device} device - Contains device information and capabilities (singleton)
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*/
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this.device = Device;
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/**
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* @property {Phaser.MainLoop} mainloop - Main Loop handler.
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* @protected
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*/
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this.loop = new TimeStep(this, this.config.fps);
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this.onStepCallback = NOOP;
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var setScroll = function (x, y)
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var SetScroll = function (x, y)
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{
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if (y === undefined) { y = x; }
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return this;
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};
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module.exports = setScroll;
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module.exports = SetScroll;

v3/src/create/palettes/Arne16.js

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/**
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* A 16 color palette by [Arne](http://androidarts.com/palette/16pal.htm)
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* @constant
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* @type {Array}
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*/
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// A 16 color palette by [Arne](http://androidarts.com/palette/16pal.htm)
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module.exports = {
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0: '#000',
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1: '#9D9D9D',
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2: '#FFF',
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3: '#BE2633',
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4: '#E06F8B',
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5: '#493C2B',
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6: '#A46422',
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7: '#EB8931',
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8: '#F7E26B',
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9: '#2F484E',
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A: '#44891A',
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B: '#A3CE27',
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C: '#1B2632',
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D: '#005784',
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E: '#31A2F2',
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0: '#000',
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1: '#9D9D9D',
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2: '#FFF',
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3: '#BE2633',
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4: '#E06F8B',
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5: '#493C2B',
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6: '#A46422',
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7: '#EB8931',
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8: '#F7E26B',
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9: '#2F484E',
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A: '#44891A',
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B: '#A3CE27',
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C: '#1B2632',
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D: '#005784',
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E: '#31A2F2',
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F: '#B2DCEF'
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};

v3/src/create/palettes/C64.js

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/**
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* A 16 color C64 inspired palette.
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* @constant
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* @type {Array}
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*/
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// A 16 color C64 inspired palette.
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module.exports = {
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0: '#000',

v3/src/create/palettes/CGA.js

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/**
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* A 16 color CGA inspired palette by [Arne](http://androidarts.com/palette/16pal.htm)
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* @constant
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* @type {Array}
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*/
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// A 16 color CGA inspired palette by [Arne](http://androidarts.com/palette/16pal.htm)
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module.exports = {
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0: '#000',

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