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* The above will create 20 'diamonds' of frame 0, 20 with frame 1 and 20 with frame 2.
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* It will then create 20 'balls' of frame 0, 20 with frame 1 and 20 with frame 2.
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* In total it will have created 120 sprites.
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*
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* By default the Sprites will have their `exists` property set to `false`, and they will be
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* positioned at 0x0, relative to the `Group.x / y` values.
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*
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* If `Group.enableBody` is set, then a physics body will be created on the objects, so long as one does not already exist.
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*
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* If `Group.inputEnableChildren` is set, then an Input Handler will be created on the objects, so long as one does not already exist.
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*
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* @method Phaser.Group#createMultiple
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* @param {integer} quantity - The number of Sprites to create.
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* @param {string|array} key - The Cache key of the image that the Sprites will use. Or an Array of keys. See the description for details on how the quantity applies when arrays are used.
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* @param {integer|string|array} [frame=0] - If the Sprite image contains multiple frames you can specify which one to use here. Or an Array of frames. See the description for details on how the quantity applies when arrays are used.
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* @param {boolean} [exists=false] - The default exists state of the Sprite.
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* @return {array} An array containing all of the Sprites that were created.
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