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Fixed references and docs phaserjs#4922
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Lines changed: 13 additions & 11 deletions

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src/tilemaps/staticlayer/StaticTilemapLayer.js

Lines changed: 13 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -155,14 +155,16 @@ var StaticTilemapLayer = new Class({
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this.skipCull = false;
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/**
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* In isometric mode, you can control the amount of distance (in tiles, from the cameras' borders) that the Cameras before culling.
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* In isometric mode, you can control the amount of distance (in tiles, from the cameras borders)
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* that the cameras will still render tiles before culling.
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*
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* By default the camera will allow 1 full tile in all directions.
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*
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* However, there are some instances when you may wish to adjust this, and changing this variable allows you to do so.
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*
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* However, there are some instances when you may wish to adjust this, and changing this property allows you to do so.
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*
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* @name Phaser.Tilemaps.StaticTilemapLayer#isoCullDistances
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* @type {Phaser.Math.Vector2}
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* @since 3.23.0
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* @since 3.50.0
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*/
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this.isoCullDistances = new Vector2(1, 1);
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@@ -381,7 +383,7 @@ var StaticTilemapLayer = new Class({
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{
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this.updateVBOData();
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}, this);
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},
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/**
@@ -1373,7 +1375,7 @@ var StaticTilemapLayer = new Class({
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*/
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tileToWorldX: function (tileX, camera)
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{
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return this.tilemap.TileToWorldX(tileX, camera, this.layer);
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return this.tilemap.tileToWorldX(tileX, camera, this.layer);
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},
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/**
@@ -1390,7 +1392,7 @@ var StaticTilemapLayer = new Class({
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*/
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tileToWorldY: function (tileY, camera)
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{
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return this.tilemap.TileToWorldY(tileY, camera, this.layer);
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return this.tilemap.tileToWorldY(tileY, camera, this.layer);
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},
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/**
@@ -1410,7 +1412,7 @@ var StaticTilemapLayer = new Class({
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*/
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tileToWorldXY: function (tileX, tileY, point, camera)
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{
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return this.tilemap.TileToWorldXY(tileX, tileY, point, camera, this.layer);
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return this.tilemap.tileToWorldXY(tileX, tileY, point, camera, this.layer);
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},
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/**
@@ -1429,7 +1431,7 @@ var StaticTilemapLayer = new Class({
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*/
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worldToTileX: function (worldX, snapToFloor, camera)
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{
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return this.tilemap.WorldToTileX(worldX, snapToFloor, camera, this.layer);
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return this.tilemap.worldToTileX(worldX, snapToFloor, camera, this.layer);
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},
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/**
@@ -1448,7 +1450,7 @@ var StaticTilemapLayer = new Class({
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*/
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worldToTileY: function (worldY, snapToFloor, camera)
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{
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return this.tilemap.WorldToTileY(worldY, snapToFloor, camera, this.layer);
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return this.tilemap.worldToTileY(worldY, snapToFloor, camera, this.layer);
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},
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/**
@@ -1470,7 +1472,7 @@ var StaticTilemapLayer = new Class({
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*/
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worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
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{
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return this.tilemap.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
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return this.tilemap.worldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
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},
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/**

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