Finish specifying the Tile World tileset layout
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js/tileset.js
211
js/tileset.js
@ -94,119 +94,148 @@ export const CC2_TILESET_LAYOUT = {
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score_2x: [15, 1],
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};
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// XXX need to specify that you can't use this for cc2 levels, somehow
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export const TILE_WORLD_TILESET_LAYOUT = {
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floor: [0, 0],
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wall: [0, 1],
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chip: [0, 2],
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water: [0, 3],
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fire: [0, 4],
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wall_invisible: [0, 5],
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thinwall_n: [0, 6],
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thinwall_w: [0, 7],
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thinwall_s: [0, 8],
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thinwall_e: [0, 9],
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dirt_block: [0, 10],
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dirt: [0, 11],
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ice: [0, 12],
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force_floor_s: [0, 13],
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// These are "moving blocks", the ones used by cloners
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// TODO uhh which should i use here.
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/*
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dirt_block: {
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north: [0, 14],
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west: [0, 15],
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south: [1, 0],
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east: [1, 1],
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},
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*/
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ice_sw: [1, 13],
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force_floor_n: [1, 2],
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force_floor_e: [1, 3],
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force_floor_w: [1, 4],
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exit: [1, 5],
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door_blue: [1, 6],
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door_red: [1, 7],
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door_green: [1, 8],
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door_yellow: [1, 9],
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ice_nw: [1, 10],
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ice_ne: [1, 11],
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ice_se: [1, 12],
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water: [0, 3],
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fire: [0, 4],
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force_floor_n: [1, 2],
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force_floor_e: [1, 3],
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force_floor_s: [0, 13],
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force_floor_w: [1, 4],
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// TODO there are two of these, which seems self-defeating??
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ice_sw: [1, 13],
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fake_wall: [1, 14],
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fake_floor: [1, 15],
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exit: [[3, 10], [3, 11]],
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// TODO overlay buffer?? [2, 0]
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thief_tools: [2, 1],
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socket: [2, 2],
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button_green: [2, 3],
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button_red: [2, 4],
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green_wall: [2, 5],
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green_floor: [2, 6],
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button_brown: [2, 7],
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button_blue: [2, 8],
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teleport_blue: [2, 9],
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bomb: [2, 10],
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trap: [2, 11],
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wall_appearing: [2, 12],
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gravel: [2, 13],
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popwall: [2, 14],
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hint: [2, 15],
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thinwall_se: [3, 0],
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cloner: [3, 1],
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force_floor_all: [3, 2],
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player_drowned: [3, 3],
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player_burned: [3, 4],
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player_bombed: [3, 5],
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explosion_bomb: [3, 6],
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explosion_other: [3, 7],
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// 3, 8 unused
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player_exiting: [3, 9],
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// 3, 10 and 11 are "exit_extra_{1,2}"
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// TODO player swimming is 3, 12-15
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bug: {
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north: [4, 0],
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west: [4, 1],
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south: [4, 2],
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east: [4, 3],
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},
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fireball: {
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north: [4, 4],
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west: [4, 5],
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south: [4, 6],
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east: [4, 7],
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},
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ball: {
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north: [4, 8],
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west: [4, 9],
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south: [4, 10],
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east: [4, 11],
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},
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tank_blue: {
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north: [4, 12],
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west: [4, 13],
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south: [4, 14],
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east: [4, 15],
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},
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glider: {
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north: [5, 0],
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west: [5, 1],
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south: [5, 2],
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east: [5, 3],
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},
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teeth: {
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north: [5, 4],
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west: [5, 5],
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south: [5, 6],
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east: [5, 7],
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},
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walker: {
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north: [5, 8],
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west: [5, 9],
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south: [5, 10],
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east: [5, 11],
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},
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blob: {
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north: [5, 12],
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west: [5, 13],
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south: [5, 14],
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east: [5, 15],
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},
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paramecium: {
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north: [6, 0],
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west: [6, 1],
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south: [6, 2],
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east: [6, 3],
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},
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key_blue: [6, 4],
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key_red: [6, 5],
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key_green: [6, 6],
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key_yellow: [6, 7],
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flippers: [6, 8],
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fire_boots: [6, 9],
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cleats: [6, 10],
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suction_boots: [6, 11],
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player: {
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north: [6, 12],
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south: [6, 14],
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west: [6, 13],
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east: [6, 15],
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},
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cloner: [3, 1],
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player_drowned: [3, 3],
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player_burned: [3, 4],
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// TODO the tileset has several of these...? why?
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dirt_block: [0, 10],
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door_red: [1, 7],
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door_blue: [1, 6],
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door_yellow: [1, 9],
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door_green: [1, 8],
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key_red: [6, 5],
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key_blue: [6, 4],
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key_yellow: [6, 7],
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key_green: [6, 6],
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chip: [0, 2],
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// XXX can't use for cc2 levels, need to specify that somehow
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//chip_extra: [10, 3],
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socket: [2, 2],
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dirt: [0, 11],
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bug: {
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north: [4, 0],
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east: [4, 3],
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south: [4, 2],
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west: [4, 1],
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},
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fireball: {
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north: [4, 4],
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east: [4, 7],
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south: [4, 6],
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west: [4, 5],
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},
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ball: {
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north: [4, 8],
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east: [4, 11],
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south: [4, 10],
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west: [4, 9],
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},
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tank_blue: {
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north: [4, 12],
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east: [4, 15],
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south: [4, 14],
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west: [4, 5],
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},
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glider: {
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north: [5, 0],
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east: [5, 3],
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south: [5, 2],
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west: [5, 1],
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},
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teeth: {
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north: [5, 4],
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east: [5, 7],
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south: [5, 6],
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west: [5, 5],
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},
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walker: {
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north: [5, 8],
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east: [5, 11],
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south: [5, 10],
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west: [5, 9],
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},
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blob: {
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north: [5, 12],
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east: [5, 15],
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south: [5, 14],
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west: [5, 5],
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},
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paramecium: {
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north: [6, 0],
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east: [6, 3],
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south: [6, 2],
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west: [6, 1],
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},
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cleats: [6, 10],
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suction_boots: [6, 11],
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fire_boots: [6, 9],
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flippers: [6, 8],
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hint: [2, 15],
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};
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export class Tileset {
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