<commit_before>package flixel.tile;

import flash.display.BitmapData;
import flash.display.Graphics;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flixel.FlxBasic;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.group.FlxTypedGroup;
import flixel.system.FlxAssets;
import flixel.system.layer.DrawStackItem;
import flixel.util.FlxArray;
import flixel.util.FlxColor;
import flixel.util.FlxPoint;
import flixel.util.FlxRect;

/**
 * This is a traditional tilemap display and collision class.
 * It takes a string of comma-separated numbers and then associates
 * those values with tiles from the sheet you pass in.
 * It also includes some handy static parsers that can convert
 * arrays or images into strings that can be loaded.
 */
class FlxTilemap extends FlxObject
{
	/**
	 * No auto-tiling.
	 */
	inline static public var OFF:Int = 0;
	/**
	 * Good for levels with thin walls that don'tile need interior corner art.
	 */
	inline static public var AUTO:Int = 1;
	/**
	 * Better for levels with thick walls that look better with interior corner art.
	 */
	inline static public var ALT:Int = 2;
	
	/**
	 * Set this flag to use one of the 16-tile binary auto-tile algorithms (OFF, AUTO, or ALT).
	 */
	public var auto:Int;
	/**
	 * Read-only variable, do NOT recommend changing after the map is loaded!
	 */
	public var widthInTiles:Int;
	/**
	 * Read-only variable, do NOT recommend changing after the map is loaded!
	 */<commit_msg>Undo removal of tilemap image shortcuts<commit_after>package flixel.tile;

import flash.display.BitmapData;
import flash.display.Graphics;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Rectangle;
import flixel.FlxBasic;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.group.FlxTypedGroup;
import flixel.system.FlxAssets;
import flixel.system.layer.DrawStackItem;
import flixel.util.FlxArray;
import flixel.util.FlxColor;
import flixel.util.FlxPoint;
import flixel.util.FlxRect;

/**
 * This is a traditional tilemap display and collision class.
 * It takes a string of comma-separated numbers and then associates
 * those values with tiles from the sheet you pass in.
 * It also includes some handy static parsers that can convert
 * arrays or images into strings that can be loaded.
 */
class FlxTilemap extends FlxObject
{
	/**
	 * A set of generic tiles you can use. Useful for protyping.
	 */
	inline static public var imgAuto:String = FlxAssets.imgAuto;
	/**
	 * An alternate set of generic tiles you can use. Useful for protyping.
	 */
	inline static public var imgAutoAlt:String = FlxAssets.imgAutoAlt;
	
	/**
	 * No auto-tiling.
	 */
	inline static public var OFF:Int = 0;
	/**
	 * Good for levels with thin walls that don'tile need interior corner art.
	 */
	inline static public var AUTO:Int = 1;
	/**
	 * Better for levels with thick walls that look better with interior corner art.
	 */
	inline static public var ALT:Int = 2;
	
	/**
	 * Set this flag to use one of the 16-tile binary auto-tile algorithms (OFF, AUTO, or ALT).
	 */
	public var auto:Int;
	/**
	 * Read-only variable, do NOT recommend changing after the map is loaded!
	 */
	public var widthInTiles:Int;
	/**
	 * Read-only variable, do NOT recommend changing after the map is loaded!
	 */
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