{
  "ArcadePhysicsEngine": "A physics engine that does simple AABB bounding box check",
  "ArcadePhysicsEngine.moveSprite": "moves a sprite explicitly outside of the normal velocity changes *",
  "ArcadePhysicsEngine.overlaps": "Returns sprites that overlap with the given sprite. If type is non-zero, also filter by type.",
  "ArcadePhysicsEngine.overlaps|param|sprite": "@param layer",
  "CameraProperty": "Control the background, tiles and camera",
  "Math": "More complex operations with numbers.",
  "Math.FastRandom": "Fast, 16 bit, seedable (pseudo) random generator.",
  "Math.FastRandom.next": "@returns the next random number between 0x0001 and 0xFFFF inclusive",
  "Math.FastRandom.percentChance": "@returns a boolean with approximately the given percent chance to be true or false",
  "Math.FastRandom.percentChance|param|percent": "the percentage chance that the returned value will be true from 0 - 100",
  "Math.FastRandom.pickRandom": "Returns a random element from the given list",
  "Math.FastRandom.pickRandom|param|list": "The list to choose an element from",
  "Math.FastRandom.randomBool": "@returns a random boolean value",
  "Math.FastRandom.randomRange": "@returns a random value between min and max (inclusive). If min is greater than or equal to max, returns min.",
  "Math.FastRandom.randomRange|param|max": "the maximum value to generate",
  "Math.FastRandom.randomRange|param|min": "the minimum value to generate",
  "Math.FastRandom.reset": "Reset the state to the current seed",
  "Math.percentChance": "Returns a random boolean that is true the given percentage of the time.",
  "Math.percentChance|param|percentage": "The percentage chance that the returned value will be true from 0 - 100",
  "Math.pickRandom": "Returns a random element from the given list",
  "Math.pickRandom|param|list": "The list to choose an element from",
  "PhysicsEngine.addSprite": "Adds sprite to the physics",
  "PhysicsEngine.move": "Apply physics and collisions to all sprites *",
  "PhysicsEngine.moveSprite": "move a single sprite *",
  "Sprite": "A sprite on the screen",
  "Sprite.data": "Custom data",
  "Sprite.data@set": "Custom data",
  "Sprite.destroy": "Destroy the sprite",
  "Sprite.follow": "Make this sprite follow the target sprite.\n* @param target the sprite this one should follow\n\n\nThe default (400) will cause the sprite to reach max speed after approximately 125 ms when standing still,\nand turn around 180 degrees when at max speed after approximately 250 ms.",
  "Sprite.follow|param|speed": "the rate at which this sprite should move, eg: 100",
  "Sprite.follow|param|turnRate": "how quickly the sprite should turn while following.",
  "Sprite.image": "Gets the current image",
  "Sprite.isHittingTile": "Check if there is an obstacle in the given direction",
  "Sprite.isOutOfScreen": "Indicates if the sprite is outside the screen",
  "Sprite.kind": "The type of sprite",
  "Sprite.layer": "A bitset of layer. Each bit is a layer, default is 1.",
  "Sprite.lifespan": "Time to live in milliseconds. The lifespan decreases by 1 on each millisecond\nand the sprite gets destroyed when it reaches 0.",
  "Sprite.onDestroyed": "Run code when the sprite is destroyed",
  "Sprite.overlapsWith": "Check if this sprite overlaps another sprite",
  "Sprite.say": "Deprecated! Use sayText instead.\n* Display a speech bubble with the text, for the given time.",
  "Sprite.sayText": "Display a speech bubble with the text, for the given time",
  "Sprite.sayText|param|animated": "whether to print the text character by character or not",
  "Sprite.sayText|param|text": "the text to say, eg: \":)\"",
  "Sprite.say|param|text": "the text to say, eg: \":)\"",
  "Sprite.setBounceOnWall": "Set whether a sprite should bounce when it hits a wall (on) or not (off)",
  "Sprite.setFlag": "Set a sprite flag",
  "Sprite.setImage": "Sets the image on the sprite",
  "Sprite.setKind": "The type of sprite",
  "Sprite.setPosition": "Set the sprite position in pixels starting from the top-left corner of the screen.",
  "Sprite.setPosition|param|x": "horizontal position in pixels",
  "Sprite.setPosition|param|y": "vertical position in pixels",
  "Sprite.setStayInScreen": "Set whether a sprite should be constrained within the screen (on) or not (off)",
  "Sprite.setVelocity": "Sets the sprite velocity in pixel / sec",
  "Sprite.setVelocity|param|vx": "@param vy",
  "Sprite.startEffect": "Start an effect on this sprite",
  "Sprite.startEffect|param|effect": "the type of effect to create",
  "Sprite.tileHitFrom": "Get the obstacle sprite in a given direction if any",
  "Sprite.tileKindAt": "Get the tile kind in a given direction if any",
  "Sprite.tilemapLocation": "Gets the tilemap location at the center of a sprite",
  "animation.animationPresets": "Generates a path string for preset animation",
  "animation.animationPresets|param|animationPath": "The preset path",
  "animation.runImageAnimation": "Create and run an image animation on a sprite",
  "animation.runImageAnimation|param|frameInterval": "the time between changes, eg: 500",
  "animation.runImageAnimation|param|frames": "the frames to animate through",
  "animation.runImageAnimation|param|sprite": "the sprite to animate on",
  "animation.runMovementAnimation": "Create and run a movement animation on a sprite",
  "animation.runMovementAnimation|param|duration": "how long the animation should play for, eg: 500",
  "animation.runMovementAnimation|param|pathString": "the SVG path to animate",
  "animation.runMovementAnimation|param|sprite": "the sprite to move",
  "animation.stopAnimation": "Stop one type or all animations (simple and looping) on a sprite",
  "animation.stopAnimation|param|sprite": "the sprite to filter animations by",
  "animation.stopAnimation|param|type": "the animation type to stop",
  "controller": "Access to game controls",
  "controller.Button.addEventListener": "Adds an event handler that will fire whenever the specified event\nis triggered on this button. Handlers added using this method will\nnot conflict with events added via onEvent. The same handler can\nnot be added for the same event more than once.\n* @param event     The event to subscribe to for this button",
  "controller.Button.addEventListener|param|handler": "The code to run when the event triggers",
  "controller.Button.isPressed": "Indicates if the button is currently pressed",
  "controller.Button.onEvent": "Run some code when a button is pressed, released, or held",
  "controller.Button.pauseUntil": "Pauses until a button is pressed or released",
  "controller.Button.pressureLevel": "Indicates how hard the button is pressed, 0-512",
  "controller.Button.removeEventListener": "Removes an event handler registered with addEventListener.\n* @param event     The event that the handler was registered for",
  "controller.Button.removeEventListener|param|handler": "The handler to remove",
  "controller.Controller.A": "Get the 'A' button",
  "controller.Controller.B": "Get the 'B' button",
  "controller.Controller.down": "Get the 'Down' button",
  "controller.Controller.dx": "Get the horizontal movement, given the step and state of buttons",
  "controller.Controller.dx|param|step": "the distance, eg: 100",
  "controller.Controller.dy": "Get the vertical movement, given the step and state of buttons",
  "controller.Controller.dy|param|step": "the distance, eg: 100",
  "controller.Controller.isPressed": "Indicates if the button is currently pressed",
  "controller.Controller.left": "Get the 'Left' button",
  "controller.Controller.menu": "Get the 'Menu' button",
  "controller.Controller.moveSprite": "Control a sprite using the direction buttons from the controller. Note that this will overwrite\nthe current velocity of the sprite whenever a directional button is pressed. To stop controlling\na sprite, pass 0 for vx and vy.\n* @param sprite The Sprite to control",
  "controller.Controller.moveSprite|param|vx": "The velocity used for horizontal movement when left/right is pressed",
  "controller.Controller.moveSprite|param|vy": "The velocity used for vertical movement when up/down is pressed",
  "controller.Controller.onButtonEvent": "Run some code when a button is pressed, released, or held",
  "controller.Controller.onEvent": "Register code run when a controller event occurs",
  "controller.Controller.onEvent|param|event": "@param handler",
  "controller.Controller.right": "Get the 'Right' button",
  "controller.Controller.up": "Get the 'Up' button",
  "controller.dx": "Get the horizontal movement, given the step and state of buttons",
  "controller.dx|param|step": "the distance, eg: 100",
  "controller.dy": "Get the vertical movement, given the step and state of buttons",
  "controller.dy|param|step": "the distance, eg: 100",
  "controller.moveSprite": "Control a sprite using the direction buttons from the controller. Note that this\ncontrol will take over the vx and vy of the sprite and overwrite any changes\nmade unless a 0 is passed.\n* @param sprite The Sprite to control",
  "controller.moveSprite|param|vx": "The velocity used for horizontal movement when left/right is pressed",
  "controller.moveSprite|param|vy": "The velocity used for vertical movement when up/down is pressed",
  "controller.pauseUntilAnyButtonIsPressed": "Pause the program until a button is pressed",
  "controller.setRepeatDefault": "Configures the timing of the on button repeat event for all of the controller buttons",
  "controller.setRepeatDefault|param|delay": "number of milliseconds from when the button is pressed to when the repeat event starts firing, eg: 500",
  "controller.setRepeatDefault|param|interval": "minimum number of milliseconds between calls to the button repeat event, eg: 30",
  "effects.ImageEffect.applyTo": "Apply this effect to the image of the current sprite",
  "effects.ImageEffect.change": "Change the given image with this effect",
  "effects.ImageEffect.startScreenEffect": "Make this effect occur repeatedly on the background image",
  "effects.ImageEffect.startScreenEffect|param|delay": "delay between instances of the effect",
  "effects.ImageEffect.startScreenEffect|param|times": "number of times effect should occur",
  "effects.ParticleEffect.destroy": "Destroy the provided sprite with an effect\n\nuses the default rate for this effect.",
  "effects.ParticleEffect.start": "Attaches a new particle animation to the sprite or anchor for a short period of time",
  "effects.ParticleEffect.start|param|anchor": "@param duration",
  "effects.ScreenEffect.endScreenEffect": "If this effect is currently occurring as a full screen effect, stop producing particles and end the effect",
  "effects.ScreenEffect.startScreenEffect": "Creates a new effect that occurs over the entire screen",
  "effects.ScreenEffect.startScreenEffect|param|particlesPerSecond": "@param duration",
  "effects.clearParticles": "Removes all effects attached to the given anchor",
  "effects.clearParticles|param|anchor": "the anchor to remove effects from",
  "game": "Game transitions and dialog",
  "game.Color": "The available colors for Arcade.\nNOTE: If the color palette is changed, these values will change along with it.",
  "game.addScenePopHandler": "Register a handler that runs whenever a scene is popped off of the scene\nstack. Useful for extensions that need to store/restore state as the\nevent context changes. The handler is run AFTER the pop operation. (i.e.\nafter game.currentScene() has changed)\n* @param handler Code to run when a scene is removed from the top of the stack",
  "game.addScenePushHandler": "Register a handler that runs whenever a scene is pushed onto the scene\nstack. Useful for extensions that need to store/restore state as the\nevent context changes. The handler is run AFTER the push operation (i.e.\nafter game.currentScene() has changed)\n* @param handler Code to run when a scene is pushed onto the stack",
  "game.ask": "Prompts the user for a boolean question",
  "game.askForNumber": "Ask the player for a number value.",
  "game.askForNumber|param|answerLength": "The maximum number of digits the user can enter (1 - 10)",
  "game.askForNumber|param|message": "The message to display on the text-entry screen",
  "game.askForNumber|param|useOnScreenKeyboard": "Force the simulator to use the on-screen keyboard for text entry",
  "game.askForString": "Ask the player for a string value.",
  "game.askForString|param|answerLength": "The maximum number of characters the user can enter (1 - 24)",
  "game.askForString|param|message": "The message to display on the text-entry screen",
  "game.askForString|param|useOnScreenKeyboard": "Force the simulator to use the on-screen keyboard for text entry",
  "game.ask|param|title": "@param subtitle",
  "game.debug": "Determines if diagnostics are shown",
  "game.forever": "Repeats the code forever in the background for this scene.\nOn each iteration, allows other codes to run.",
  "game.onGameOver": "Set the function to call on game over. The 'win' boolean is\npassed to the handler.",
  "game.onPaint": "Draw on screen before sprites, after background",
  "game.onShade": "Draw on screen after sprites",
  "game.onUpdate": "Update the position and velocities of sprites",
  "game.onUpdateInterval": "Run code on an interval of time. This executes before game.onUpdate()",
  "game.over": "Finish the game and display the score",
  "game.removeScenePopHandler": "Remove a scene pop handler. Useful for extensions that need to store/restore state as the\nevent context changes.\n* @param handler The handler to remove",
  "game.removeScenePushHandler": "Remove a scene push handler. Useful for extensions that need to store/restore state as the\nevent context changes.\n* @param handler The handler to remove",
  "game.runtime": "Returns the time since the game started in milliseconds",
  "game.setDialogCursor": "Change the default image used for the cursor that appears in the\nbottom left of the dialog box.\n* @param cursor The image to use for the cursor",
  "game.setDialogFrame": "Change the default dialog frame to a new image. Dialog frames\nare divided into three rows and three columns and are used to define\nthe outer frame of the dialog box.\n* @param frame A square image with a width and height divisible by three",
  "game.setDialogTextColor": "Change the color for the text in dialog boxes.\n* @param color The index of the color 0-15",
  "game.setGameOverEffect": "Set the effect that occurs when the game is over",
  "game.setGameOverEffect|param|win": "whether the effect should run on a win (true) or lose (false)",
  "game.setGameOverMessage": "Set the message that displays when the game is over",
  "game.setGameOverMessage|param|win": "whether the message should show on a win (true) or lose (false)",
  "game.setGameOverPlayable": "Set the music that occurs when the game is over",
  "game.setGameOverPlayable|param|win": "whether the sound should play on a win (true) or lose (false)",
  "game.setGameOverScoringType": "Set the method of judging the best score for the game",
  "game.setGameOverScoringType|param|type": "the scoring type",
  "game.showLongText": "Show a long text string in a dialog box that will scroll\nusing the \"A\" or \"down\" buttons. The previous section of the\ntext is shown using the \"up\" button. This function\nhalts execution until the last page of text is dismissed.\n* @param str The text to display",
  "game.showLongText|param|layout": "The layout to use for the dialog box",
  "game.splash": "Show a title and an optional subtitle menu",
  "game.splash|param|title": "@param subtitle",
  "info": "Head-up display",
  "info.PlayerInfo.changeLifeBy": "Change the life of a player",
  "info.PlayerInfo.changeScoreBy": "Change the score of a player",
  "info.PlayerInfo.hasLife": "Return true if the given player currently has a value set for health,\nand false otherwise.",
  "info.PlayerInfo.life": "Get the player life",
  "info.PlayerInfo.number": "Returns the one-based number of the player",
  "info.PlayerInfo.onLifeZero": "Runs code when life reaches zero",
  "info.PlayerInfo.onScore": "Runs code once each time the score reaches a given value. This will also\nrun if the score \"passes\" the given value in either direction without ever\nhaving the exact value (e.g. if score is changed by more than 1)\n* @param score the score to fire the event on",
  "info.PlayerInfo.onScore|param|handler": "code to run when the score reaches the given value",
  "info.PlayerInfo.score": "Get the player score",
  "info.PlayerInfo.setLife": "Set the player life",
  "info.PlayerInfo.setScore": "Set the player score",
  "info.PlayerInfoImpl": "Splits the implementation of the player info from the user-facing APIs so that\nwe can reference this internally without causing the \"multiplayer\" part to show\nup in the usedParts array of the user program's compile result. Make sure to\nuse the APIs on this class and not the PlayerInfo to avoid false-positives when\nwe detect if a game is multiplayer or not",
  "info.backgroundColor": "Get the current color of the background of the score, countdown, and life\nelements",
  "info.borderColor": "Get the current color of the borders around the score, countdown, and life\nelements",
  "info.changeCountdownBy": "Change the running countdown by the given number of seconds",
  "info.changeCountdownBy|param|seconds": "the number of seconds the countdown should be changed by",
  "info.changeLifeBy": "Change the lives by the given amount",
  "info.changeLifeBy|param|value": "the change of lives, eg: -1",
  "info.changeScoreBy": "Change the score by the given amount",
  "info.changeScoreBy|param|value": "the amount of change, eg: 1",
  "info.countdown": "Get the value of the current count down",
  "info.fontColor": "Get the current color of the text usded in the score, countdown, and life\nelements",
  "info.highScore": "Get the last recorded high score",
  "info.life": "Get the number of lives",
  "info.onCountdownEnd": "Run code when the countdown reaches 0. If this function\nis not called then game.over() is called instead",
  "info.onLifeZero": "Run code when the player's life reaches 0. If this function\nis not called then game.over() is called instead",
  "info.onScore": "Runs code once each time the score reaches a given value. This will also\nrun if the score \"passes\" the given value in either direction without ever\nhaving the exact value (e.g. if score is changed by more than 1)\n* @param score the score to fire the event on",
  "info.onScore|param|handler": "code to run when the score reaches the given value",
  "info.score": "Get the current score if any",
  "info.setBackgroundColor": "Sets the color of the background of the score, countdown, and life\nelements. Defaults to 1",
  "info.setBackgroundColor|param|color": "The index of the color (0-15)",
  "info.setBorderColor": "Sets the color of the borders around the score, countdown, and life\nelements. Defaults to 3",
  "info.setBorderColor|param|color": "The index of the color (0-15)",
  "info.setFontColor": "Sets the color of the text used in the score, countdown, and life\nelements. Defaults to 3",
  "info.setFontColor|param|color": "The index of the color (0-15)",
  "info.setLife": "Set the number of lives",
  "info.setLifeImage": "Replaces the image used to represent the player's lives. Images\nshould be no larger than 8x8",
  "info.setLife|param|value": "the number of lives, eg: 3",
  "info.setScore": "Set the score",
  "info.showCountdown": "Set whether countdown should be displayed",
  "info.showCountdown|param|on": "if true, countdown is shown; otherwise, countdown is hidden",
  "info.showLife": "Set whether life should be displayed",
  "info.showLife|param|on": "if true, lives are shown; otherwise, lives are hidden",
  "info.showScore": "Set whether score should be displayed",
  "info.showScore|param|on": "if true, score is shown; otherwise, score is hidden",
  "info.startCountdown": "Start a countdown of the given duration in seconds",
  "info.startCountdown|param|duration": "the duration of the countdown, eg: 10",
  "info.stopCountdown": "Stop the current countdown and hides the timer display",
  "keymap.KeyCode": "Key codes",
  "keymap.setPlayerKeys": "Sets the keyboard input map for the given player.",
  "keymap.setPlayerKeys|param|A": "The key code for 'A'",
  "keymap.setPlayerKeys|param|B": "The key code for 'B'",
  "keymap.setPlayerKeys|param|down": "The key code for 'down'",
  "keymap.setPlayerKeys|param|left": "The key code for 'left'",
  "keymap.setPlayerKeys|param|player": "The player number. 1 = Player1, etc.",
  "keymap.setPlayerKeys|param|right": "The key code for 'right'",
  "keymap.setPlayerKeys|param|up": "The key code for 'up'.",
  "keymap.setSystemKeys": "Sets the keyboard input map for system keys.",
  "keymap.setSystemKeys|param|gif": "The key code for 'gif'",
  "keymap.setSystemKeys|param|menu": "The key code for 'menu'",
  "keymap.setSystemKeys|param|reset": "The key code for 'reset'",
  "keymap.setSystemKeys|param|screenshot": "The key code for 'screenshot'",
  "particles.AreaFactory": "A factory for creating particles within rectangular area",
  "particles.BubbleSource": "A source of particles where the particles oscillate horizontally, and occasionally change\nbetween a given number of defined states",
  "particles.FireSource": "A source of particles where particles will occasionally change speed based off of each other",
  "particles.Particle": "A single particle",
  "particles.ParticleAnchor": "An anchor for a Particle to originate from",
  "particles.ParticleFactory": "A factory for generating particles",
  "particles.ParticleFactory.createParticle": "Generate a particle at the position of the given anchor",
  "particles.ParticleFactory.drawParticle": "Draw the given particle at the given location",
  "particles.ParticleFactory.drawParticle|param|particle": "@param x ",
  "particles.ParticleSource": "A source of particles",
  "particles.ParticleSource.anchor": "The anchor this source is currently attached to",
  "particles.ParticleSource.clear": "Clear all particles emitted from this source",
  "particles.ParticleSource.destroy": "Destroy the source",
  "particles.ParticleSource.enabled": "Set whether this source is currently enabled (emitting particles) or not",
  "particles.ParticleSource.enabled@set": "Set whether this source is currently enabled (emitting particles) or not",
  "particles.ParticleSource.lifespan": "Time to live in milliseconds. The lifespan decreases by 1 on each millisecond\nand the source gets destroyed when it reaches 0.",
  "particles.ParticleSource.priority": "A relative ranking of this sources priority\nWhen necessary, a source with a lower priority will\nbe culled before a source with a higher priority.",
  "particles.ParticleSource.setAcceleration": "Sets the acceleration applied to the particles",
  "particles.ParticleSource.setAnchor": "Set a anchor for particles to be emitted from",
  "particles.ParticleSource.setEnabled": "Enables or disables particles",
  "particles.ParticleSource.setFactory": "Sets the particle factory",
  "particles.ParticleSource.setRate": "Sets the number of particle created per second",
  "particles.ParticleSource.setRelativeToCamera": "Sets whether the particle source is drawn relative to the camera or not",
  "particles.ShapeFactory": "A factory for creating particles with the provided shapes fall down the screen.\n* Any pixels assigned to 0xF (black) in the provided shape will be replaced with a\nrandom color for each particle.",
  "particles.ShapeFactory.addShape": "Add another possible shape for a particle to display as",
  "particles.SprayFactory": "A factory for creating a spray of particles",
  "particles.TrailFactory": "A factory for creating a trail that is emitted by sprites.",
  "particles.cacheCos": "@returns array of cached cos values between 0 and 360 degrees",
  "particles.cacheCos|param|slices": "number of cached cos values to make",
  "particles.cacheSin": "@returns array of cached sin values between 0 and 360 degrees",
  "particles.cacheSin|param|slices": "number of cached sin values to make",
  "particles.createParticleSource": "Creates a new source of particles attached to a sprite",
  "particles.createParticleSource|param|sprite": "@param particlesPerSecond number of particles created per second",
  "particles.disableAll": "Stop all particle sources from creating any new particles",
  "particles.enableAll": "Allow all particle sources to create any new particles",
  "scene": "Control the background, tiles and camera",
  "scene.Scene.millis": "Gets the elapsed time in the scene",
  "scene.Scene.render": "Renders the current frame as an image",
  "scene.addBackgroundLayer": "Adds a moving background layer",
  "scene.addBackgroundLayer|param|distance": "distance of the layer which determines how fast it moves, eg: 10",
  "scene.backgroundColor": "Get the game background color",
  "scene.backgroundImage": "Get the current background image",
  "scene.cameraFollowSprite": "Set the game camera to follow a sprite",
  "scene.cameraLeft": "Returns the x coordinate of the camera (the left of the screen)",
  "scene.cameraProperty": "Returns the specified camera property",
  "scene.cameraProperty|param|property": "The property to get",
  "scene.cameraShake": "Shake the camera",
  "scene.cameraTop": "Returns the y coordinate of the camera (the top of the screen)",
  "scene.centerCameraAt": "Moves the camera center to a coordinate position",
  "scene.onHitWall": "Run code when a certain kind of sprite hits a wall",
  "scene.onHitWall|param|kind": "@param handler",
  "scene.onOverlapTile": "Run code when a certain kind of sprite overlaps a tile",
  "scene.onOverlapTile|param|kind": "@param tile",
  "scene.screenHeight": "Gets the height of the screen in pixels",
  "scene.screenWidth": "Get the width of the screen in pixels",
  "scene.setBackgroundColor": "Set the game background color",
  "scene.setBackgroundImage": "Set a picture as the background",
  "scene.setTileMapLevel": "Set the map for placing tiles in the scene",
  "scene.setTileMapLevel|param|map": "@param scale",
  "sprites": "Sprites on screen",
  "sprites.ExtendableSprite": "A version of the Sprite class that is easier to extend.\n* Unlike the normal Sprite class, this class will automatically add\nitself to the physics engine and run all sprite created handlers\nin the constructor",
  "sprites.ExtendableSprite.draw": "Override to change how the sprite is drawn to the screen\n* @param drawLeft The left position to draw the sprite at (already adjusted for camera)",
  "sprites.ExtendableSprite.draw|param|drawTop": "The top position to draw the sprite at (already adjusted for camera)",
  "sprites.ExtendableSprite.setDimensions": "Sets the width and height of this sprite. Once set, this will also prevent\nthis width and height from automatically changing whenever scale or the image\nchanges",
  "sprites.ExtendableSprite.update": "Override to add update logic for a sprite. This method runs once per frame\n* @param deltaTimeMillis The time that has elapsed since the last frame in milliseconds",
  "sprites.SpriteMap.neighbors": "Returns a potential list of neighbors",
  "sprites.SpriteMap.overlaps": "Gets the overlaping sprites if any",
  "sprites.SpriteMap.resizeBuckets": "Recompute hashes for all objects",
  "sprites.SpriteSet.add": "Adds the sprite, returns true if added; false if the sprite was already in the set",
  "sprites.SpriteSet.addFrom": "Adds sprite and removes from old set. Returns true if sprite was in old set and not in new set.",
  "sprites.SpriteSet.addFrom|param|oldSet": "@param sprite",
  "sprites.SpriteSet.clear": "Removes all the sprites from the set",
  "sprites.SpriteSet.contains": "Checks if the sprite is part of the set",
  "sprites.SpriteSet.createFromArray": "Create a new set from an array of sprites",
  "sprites.SpriteSet.length": "Gets the number of sprites in the set",
  "sprites.SpriteSet.pop": "Removes the last sprite in the set",
  "sprites.SpriteSet.remove": "Removes sprite from set. Returns true if the sprite was in the set",
  "sprites.SpriteSet.sprites": "Gets the snapshot of the current list of sprites",
  "sprites._spriteKind": "Gets the \"kind\" of sprite",
  "sprites._spriteType": "Gets the sprite type",
  "sprites.allOfKind": "Return an array of all sprites of the given kind.",
  "sprites.allOfKind|param|kind": "the target kind",
  "sprites.create": "Create a new sprite from an image",
  "sprites.createProjectile": "Create a new sprite with given speed, and place it at the edge of the screen so it moves towards the middle.\nThe sprite auto-destroys when it leaves the screen. You can modify position after it's created.",
  "sprites.createProjectileFromSide": "Create a new sprite with a given speed, and place it at the edge of the screen so it moves towards the middle.\nThe sprite auto-destroys when it leaves the screen. You can modify position after it's created.",
  "sprites.createProjectileFromSprite": "Create a new sprite with a given speed that starts from the location of another sprite.\nThe sprite auto-destroys when it leaves the screen. You can modify position after it's created.",
  "sprites.create|param|img": "the image",
  "sprites.destroyAllSpritesOfKind": "Destroys all sprites of the given kind.",
  "sprites.onCreated": "Run code when a certain kind of sprite is created",
  "sprites.onCreated|param|kind": "@param sprite",
  "sprites.onDestroyed": "Run code when a certain kind of sprite is destroyed",
  "sprites.onDestroyed|param|kind": "@param sprite",
  "sprites.onOverlap": "Run code when two kinds of sprites overlap",
  "texteffects.TextSprite": "A text sprite on the screen",
  "tiles.Location": "A (col, row) location in the tilemap",
  "tiles.Location.getNeighboringLocation": "Returns the neighboring location in a specifc direction from a location in a tilemap",
  "tiles.Location.getNeighboringLocation|param|direction": "The direction to fetch the location in",
  "tiles.Location.place": "Center the given sprite on this tile",
  "tiles.Tile": "DEPRECATED: a tile in the tilemap",
  "tiles.Tile.place": "Center the given sprite on this tile",
  "tiles._tilemapEditor": "A tilemap",
  "tiles.addEventListener": "Adds an event handler that will fire whenever the specified event\nis triggered. Unloaded tilemap events will fire before the new tilemap\nis set and loaded events will fire afterwards. The same handler can\nnot be added for the same event more than once.\n* @param event     The event to subscribe to",
  "tiles.getRandomTileByType": "Get a random tile of the given type",
  "tiles.getRandomTileByType|param|tile": "the type of tile to get a random selection of",
  "tiles.getTileAt": "Get the image of a tile, given a (column, row) in the tilemap",
  "tiles.getTileImage": "Get the image of a tile, given a location in the tilemap",
  "tiles.getTileLocation": "Get the tile position given a column and row in the tilemap",
  "tiles.getTileLocation|param|col": "@param row",
  "tiles.getTilesByType": "Get all tiles in the tilemap with the given type (image).",
  "tiles.placeOnRandomTile": "Center the given sprite on a random location that is the given type (image)",
  "tiles.placeOnRandomTile|param|sprite": "@param tile",
  "tiles.placeOnTile": "Center the given sprite on a given location",
  "tiles.placeOnTile|param|sprite": "@param loc",
  "tiles.removeEventListener": "Removes an event handler registered with addEventListener.\n* @param event     The event that the handler was registered for",
  "tiles.setCurrentTilemap": "Sets the given tilemap to be the current active tilemap in the game\n* @param tilemap The tilemap to set as the current tilemap",
  "tiles.setTileAt": "Set a location in the map (column, row) to a tile",
  "tiles.setTileAt|param|loc": "@param tile",
  "tiles.setWallAt": "Set or unset a wall at a location in the map (column, row)",
  "tiles.setWallAt|param|loc": "@param on",
  "tiles.tileAtLocationEquals": "Returns true if the tile at the given location is the same as the given tile;\notherwise returns false",
  "tiles.tileAtLocationEquals|param|location": "@param tile",
  "tiles.tileAtLocationIsWall": "Returns true if the tile at the given location is a wall in the current tilemap;\notherwise returns false",
  "tiles.tileAtLocationIsWall|param|location": "The location to check for a wall",
  "tiles.tileImageAtLocation": "Returns the image of the tile at the given location in the current tilemap\n* @param location The location of the image to fetch"
}