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* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
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* @member {boolean}
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* @property {boolean} fixToCamera
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* @default
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*/
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this.fixedToCamera=true;
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/**
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* If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
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* @member {Phaser.Point}
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* @property {Phaser.Point} cameraOffset
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*/
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this.cameraOffset=newPhaser.Point(0,0);
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/**
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* Settings that control standard (non-diagnostic) rendering.
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*
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* @member
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* @public
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*
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* @property {boolean} enableScrollDelta - When enabled, only new newly exposed areas of the layer are redraw after scrolling. This can greatly improve scrolling rendering performance, especially when there are many small tiles.
* Enable an additional "debug rendering" pass to display collision information.
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*
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* @member {boolean}
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* @property {boolean} debug
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* @default
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*/
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this.debug=false;
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/**
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* Settings used for debugging and diagnostics.
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*
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* @member
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* @public
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*
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* @property {?string} missingImageFill - A tile is rendered as a rectangle using the following fill if a valid tileset/image cannot be found. A value of `null` prevents additional rendering for tiles without a valid tileset image. _This takes effect even when debug rendering for the layer is not enabled._
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*
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* @property {?string} debuggedTileOverfill - If a Tile has `Tile#debug` true then, after normal tile image rendering, a rectangle with the following fill is drawn above/over it. _This takes effect even when debug rendering for the layer is not enabled._
* Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do).
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*
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* @member {number}
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* @public
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* @default 1
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* @property {number} scrollFactorX
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* @default
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*/
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this.scrollFactorX=1;
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/**
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* Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do)
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* @member {number}
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* @property {number} scrollFactorY
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* @public
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* @default 1
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* @default
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*/
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this.scrollFactorY=1;
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/**
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* If true tiles will be force rendered, even if such is not believed to be required.
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* @member {boolean} dirty
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* @property {boolean} dirty
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* @protected
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*/
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this.dirty=true;
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/**
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* When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.
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* @member {integer}
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* @property {integer} rayStepRate
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* @default
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*/
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this.rayStepRate=4;
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/**
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* Flag controlling if the layer tiles wrap at the edges.
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