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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: tilemap/TilemapLayer.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Tilemap Layer is a set of map data combined with a Tileset in order to render that data to the game. * * @class Phaser.TilemapLayer * @constructor * @param {Phaser.Game} game - Game reference to the currently running game. * @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs. * @param {number} index - The layer index within the map that this TilemapLayer represents. * @param {number} width - Width of the renderable area of the layer. * @param {number} height - Height of the renderable area of the layer. */ Phaser.TilemapLayer = function (game, tilemap, index, width, height) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {Phaser.Tilemap} map - The Tilemap to which this layer is bound. */ this.map = tilemap; /** * @property {number} index - The index of this layer within the Tilemap. */ this.index = index; /** * @property {object} layer - The layer object within the Tilemap that this layer represents. */ this.layer = tilemap.layers[index]; /** * @property {HTMLCanvasElement} canvas - The canvas to which this TilemapLayer draws. */ this.canvas = Phaser.Canvas.create(width, height, '', true); /** * @property {CanvasRenderingContext2D} context - The 2d context of the canvas. */ this.context = this.canvas.getContext('2d'); /** * @property {PIXI.BaseTexture} baseTexture - Required Pixi var. */ this.baseTexture = new PIXI.BaseTexture(this.canvas); /** * @property {PIXI.Texture} texture - Required Pixi var. */ this.texture = new PIXI.Texture(this.baseTexture); /** * @property {Phaser.Frame} textureFrame - Dimensions of the renderable area. */ this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'tilemapLayer', game.rnd.uuid()); Phaser.Image.call(this, this.game, 0, 0, this.texture, this.textureFrame); /** * @property {string} name - The name of the layer. */ this.name = ''; /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.TILEMAPLAYER; /** * An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera. * @property {boolean} fixedToCamera - Fixes this object to the Camera. * @default */ this.fixedToCamera = true; /** * @property {Phaser.Point} cameraOffset - If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered. */ this.cameraOffset = new Phaser.Point(0, 0); /** * @property {string} tileColor - If no tileset is given the tiles will be rendered as rectangles in this color. Provide in hex or rgb/rgba string format. * @default */ this.tileColor = 'rgb(255, 255, 255)'; /** * @property {boolean} debug - If set to true the collideable tile edges path will be rendered. Only works when game is running in Phaser.CANVAS mode. * @default */ this.debug = false; /** * @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer. * @default */ this.debugAlpha = 0.5; /** * @property {string} debugColor - If debug is true this is the color used to outline the edges of collidable tiles. Provide in hex or rgb/rgba string format. * @default */ this.debugColor = 'rgba(0, 255, 0, 1)'; /** * @property {boolean} debugFill - If true the debug tiles are filled with debugFillColor AND stroked around. * @default */ this.debugFill = false; /** * @property {string} debugFillColor - If debugFill is true this is the color used to fill the tiles. Provide in hex or rgb/rgba string format. * @default */ this.debugFillColor = 'rgba(0, 255, 0, 0.2)'; /** * @property {string} debugCallbackColor - If debug is true this is the color used to outline the edges of tiles that have collision callbacks. Provide in hex or rgb/rgba string format. * @default */ this.debugCallbackColor = 'rgba(255, 0, 0, 1)'; /** * @property {number} scrollFactorX - speed at which this layer scrolls * horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls * half as quickly as the 'normal' camera-locked layers do) * @default 1 */ this.scrollFactorX = 1; /** * @property {number} scrollFactorY - speed at which this layer scrolls * vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls * half as quickly as the 'normal' camera-locked layers do) * @default 1 */ this.scrollFactorY = 1; /** * @property {boolean} dirty - Flag controlling when to re-render the layer. */ this.dirty = true; /** * @property {number} rayStepRate - When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance. * @default */ this.rayStepRate = 4; /** * @property {boolean} wrap - Flag controlling if the layer tiles wrap at the edges. Only works if the World size matches the Map size. * @default false */ this.wrap = false; /** * @property {object} _mc - Local map data and calculation cache. * @private */ this._mc = { cw: tilemap.tileWidth, ch: tilemap.tileHeight, ga: 1, dx: 0, dy: 0, dw: 0, dh: 0, tx: 0, ty: 0, tw: 0, th: 0, tl: 0, maxX: 0, maxY: 0, startX: 0, startY: 0, x: 0, y: 0, prevX: 0, prevY: 0 }; /** * @property {array} _results - Local render loop var to help avoid gc spikes. * @private */ this._results = []; this.updateMax(); }; Phaser.TilemapLayer.prototype = Object.create(Phaser.Image.prototype); Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer; /** * Automatically called by World.postUpdate. Handles cache updates. * * @method Phaser.TilemapLayer#postUpdate * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.postUpdate = function () { Phaser.Image.prototype.postUpdate.call(this); // Stops you being able to auto-scroll the camera if it's not following a sprite this.scrollX = this.game.camera.x * this.scrollFactorX; this.scrollY = this.game.camera.y * this.scrollFactorY; this.render(); // Fixed to Camera? if (this._cache[7] === 1) { this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x; this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y; } // Update any Children // for (var i = 0, len = this.children.length; i &lt; len; i++) // { // this.children[i].postUpdate(); // } }; /** * Sets the world size to match the size of this layer. * * @method Phaser.TilemapLayer#resizeWorld * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.resizeWorld = function () { this.game.world.setBounds(0, 0, this.layer.widthInPixels, this.layer.heightInPixels); }; /** * Take an x coordinate that doesn't account for scrollFactorX and 'fix' it * into a scrolled local space. Used primarily internally * @method Phaser.TilemapLayer#_fixX * @memberof Phaser.TilemapLayer * @private * @param {number} x - x coordinate in camera space * @return {number} x coordinate in scrollFactor-adjusted dimensions */ Phaser.TilemapLayer.prototype._fixX = function(x) { if (x &lt; 0) { x = 0; } if (this.scrollFactorX === 1) { return x; } return this._mc.x + (x - (this._mc.x / this.scrollFactorX)); }; /** * Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it * back to camera space. Used primarily internally * @method Phaser.TilemapLayer#_unfixX * @memberof Phaser.TilemapLayer * @private * @param {number} x - x coordinate in scrollFactor-adjusted dimensions * @return {number} x coordinate in camera space */ Phaser.TilemapLayer.prototype._unfixX = function(x) { if (this.scrollFactorX === 1) { return x; } return (this._mc.x / this.scrollFactorX) + (x - this._mc.x); }; /** * Take a y coordinate that doesn't account for scrollFactorY and 'fix' it * into a scrolled local space. Used primarily internally * @method Phaser.TilemapLayer#_fixY * @memberof Phaser.TilemapLayer * @private * @param {number} y - y coordinate in camera space * @return {number} y coordinate in scrollFactor-adjusted dimensions */ Phaser.TilemapLayer.prototype._fixY = function(y) { if (y &lt; 0) { y = 0; } if (this.scrollFactorY === 1) { return y; } return this._mc.y + (y - (this._mc.y / this.scrollFactorY)); }; /** * Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it * back to camera space. Used primarily internally * @method Phaser.TilemapLayer#_unfixY * @memberof Phaser.TilemapLayer * @private * @param {number} y - y coordinate in scrollFactor-adjusted dimensions * @return {number} y coordinate in camera space */ Phaser.TilemapLayer.prototype._unfixY = function(y) { if (this.scrollFactorY === 1) { return y; } return (this._mc.y / this.scrollFactorY) + (y - this._mc.y); }; /** * Convert a pixel value to a tile coordinate. * @method Phaser.TilemapLayer#getTileX * @memberof Phaser.TilemapLayer * @param {number} x - X position of the point in target tile. * @return {Phaser.Tile} The tile with specific properties. */ Phaser.TilemapLayer.prototype.getTileX = function (x) { // var tileWidth = this.tileWidth * this.scale.x; return this.game.math.snapToFloor(this._fixX(x), this.map.tileWidth) / this.map.tileWidth; }; /** * Convert a pixel value to a tile coordinate. * @method Phaser.TilemapLayer#getTileY * @memberof Phaser.TilemapLayer * @param {number} y - Y position of the point in target tile. * @return {Phaser.Tile} The tile with specific properties. */ Phaser.TilemapLayer.prototype.getTileY = function (y) { // var tileHeight = this.tileHeight * this.scale.y; return this.game.math.snapToFloor(this._fixY(y), this.map.tileHeight) / this.map.tileHeight; }; /** * Convert a pixel value to a tile coordinate. * @method Phaser.TilemapLayer#getTileXY * @memberof Phaser.TilemapLayer * @param {number} x - X position of the point in target tile. * @param {number} y - Y position of the point in target tile. * @param {Phaser.Point|object} point - The Point object to set the x and y values on. * @return {Phaser.Point|object} A Point object with its x and y properties set. */ Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) { point.x = this.getTileX(x); point.y = this.getTileY(y); return point; }; /** * Gets all tiles that intersect with the given line. * * @method Phaser.TilemapLayer#getRayCastTiles * @memberof Phaser.TilemapLayer * @param {Phaser.Line} line - The line used to determine which tiles to return. * @param {number} [stepRate] - How many steps through the ray will we check? If undefined or null it uses TilemapLayer.rayStepRate. * @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces. * @param {boolean} [interestingFace=false] - If true only return tiles that have interesting faces. * @return {array&lt;Phaser.Tile>} An array of Phaser.Tiles. */ Phaser.TilemapLayer.prototype.getRayCastTiles = function (line, stepRate, collides, interestingFace) { if (typeof stepRate === 'undefined' || stepRate === null) { stepRate = this.rayStepRate; } if (typeof collides === 'undefined') { collides = false; } if (typeof interestingFace === 'undefined') { interestingFace = false; } // First get all tiles that touch the bounds of the line var tiles = this.getTiles(line.x, line.y, line.width, line.height, collides, interestingFace); if (tiles.length === 0) { return []; } // Now we only want the tiles that intersect with the points on this line var coords = line.coordinatesOnLine(stepRate); var total = coords.length; var results = []; for (var i = 0; i &lt; tiles.length; i++) { for (var t = 0; t &lt; total; t++) { if (tiles[i].containsPoint(coords[t][0], coords[t][1])) { results.push(tiles[i]); break; } } } return results; }; /** * Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles. * @method Phaser.TilemapLayer#getTiles * @memberof Phaser.TilemapLayer * @param {number} x - X position of the top left corner. * @param {number} y - Y position of the top left corner. * @param {number} width - Width of the area to get. * @param {number} height - Height of the area to get. * @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces. * @param {boolean} [interestingFace=false] - If true only return tiles that have interesting faces. * @return {array&lt;Phaser.Tile>} An array of Phaser.Tiles. */ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides, interestingFace) { // Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all) if (typeof collides === 'undefined') { collides = false; } if (typeof interestingFace === 'undefined') { interestingFace = false; } // adjust the x,y coordinates for scrollFactor x = this._fixX(x); y = this._fixY(y); if (width > this.layer.widthInPixels) { width = this.layer.widthInPixels; } if (height > this.layer.heightInPixels) { height = this.layer.heightInPixels; } // Convert the pixel values into tile coordinates this._mc.tx = this.game.math.snapToFloor(x, this._mc.cw) / this._mc.cw; this._mc.ty = this.game.math.snapToFloor(y, this._mc.ch) / this._mc.ch; this._mc.tw = (this.game.math.snapToCeil(width, this._mc.cw) + this._mc.cw) / this._mc.cw; this._mc.th = (this.game.math.snapToCeil(height, this._mc.ch) + this._mc.ch) / this._mc.ch; // This should apply the layer x/y here this._results.length = 0; for (var wy = this._mc.ty; wy &lt; this._mc.ty + this._mc.th; wy++) { for (var wx = this._mc.tx; wx &lt; this._mc.tx + this._mc.tw; wx++) { if (this.layer.data[wy] && this.layer.data[wy][wx]) { if ((!collides && !interestingFace) || this.layer.data[wy][wx].isInteresting(collides, interestingFace)) { this._results.push(this.layer.data[wy][wx]); } } } } return this._results; }; /** * Internal function to update maximum values. * @method Phaser.TilemapLayer#updateMax * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.updateMax = function () { this._mc.maxX = this.game.math.ceil(this.canvas.width / this.map.tileWidth) + 1; this._mc.maxY = this.game.math.ceil(this.canvas.height / this.map.tileHeight) + 1; this.dirty = true; }; /** * Renders the tiles to the layer canvas and pushes to the display. * @method Phaser.TilemapLayer#render * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.render = function () { if (this.layer.dirty) { this.dirty = true; } if (!this.dirty || !this.visible) { return; } this._mc.prevX = this._mc.dx; this._mc.prevY = this._mc.dy; this._mc.dx = -(this._mc.x - (this._mc.startX * this.map.tileWidth)); this._mc.dy = -(this._mc.y - (this._mc.startY * this.map.tileHeight)); this._mc.tx = this._mc.dx; this._mc.ty = this._mc.dy; this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); this.context.fillStyle = this.tileColor; var tile; var set; if (this.debug) { this.context.globalAlpha = this.debugAlpha; } for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y &lt; lenY; y++) { this._column = null; if (y &lt; 0 && this.wrap) { this._column = this.layer.data[y + this.map.height]; } else if (y >= this.map.height && this.wrap) { this._column = this.layer.data[y - this.map.height]; } else if (this.layer.data[y]) { this._column = this.layer.data[y]; } if (this._column) { for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x &lt; lenX; x++) { var tile = null; if (x &lt; 0 && this.wrap) { tile = this._column[x + this.map.width]; } else if (x >= this.map.width && this.wrap) { tile = this._column[x - this.map.width]; } else if (this._column[x]) { tile = this._column[x]; } if (tile && tile.index > -1) { set = this.map.tilesets[this.map.tiles[tile.index][2]]; if (this.debug === false && tile.alpha !== this.context.globalAlpha) { this.context.globalAlpha = tile.alpha; } set.draw(this.context, Math.floor(this._mc.tx), Math.floor(this._mc.ty), tile.index); if (tile.debug) { this.context.fillStyle = 'rgba(0, 255, 0, 0.4)'; this.context.fillRect(Math.floor(this._mc.tx), Math.floor(this._mc.ty), this.map.tileWidth, this.map.tileHeight); } } this._mc.tx += this.map.tileWidth; } } this._mc.tx = this._mc.dx; this._mc.ty += this.map.tileHeight; } if (this.debug) { this.context.globalAlpha = 1; this.renderDebug(); } if (this.game.renderType === Phaser.WEBGL) { // PIXI.updateWebGLTexture(this.baseTexture, renderSession.gl); PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl); } this.dirty = false; this.layer.dirty = false; return true; }; /** * Renders a collision debug overlay on-top of the canvas. Called automatically by render when debug = true. * @method Phaser.TilemapLayer#renderDebug * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.renderDebug = function () { this._mc.tx = this._mc.dx; this._mc.ty = this._mc.dy; this.context.strokeStyle = this.debugColor; this.context.fillStyle = this.debugFillColor; for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y &lt; lenY; y++) { this._column = null; if (y &lt; 0 && this.wrap) { this._column = this.layer.data[y + this.map.height]; } else if (y >= this.map.height && this.wrap) { this._column = this.layer.data[y - this.map.height]; } else if (this.layer.data[y]) { this._column = this.layer.data[y]; } if (this._column) { for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x &lt; lenX; x++) { var tile = null; if (x &lt; 0 && this.wrap) { tile = this._column[x + this.map.width]; } else if (x >= this.map.width && this.wrap) { tile = this._column[x - this.map.width]; } else if (this._column[x]) { tile = this._column[x]; } if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight)) { this._mc.tx = Math.floor(this._mc.tx); if (this.debugFill) { this.context.fillRect(this._mc.tx, this._mc.ty, this._mc.cw, this._mc.ch); } this.context.beginPath(); if (tile.faceTop) { this.context.moveTo(this._mc.tx, this._mc.ty); this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty); } if (tile.faceBottom) { this.context.moveTo(this._mc.tx, this._mc.ty + this._mc.ch); this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty + this._mc.ch); } if (tile.faceLeft) { this.context.moveTo(this._mc.tx, this._mc.ty); this.context.lineTo(this._mc.tx, this._mc.ty + this._mc.ch); } if (tile.faceRight) { this.context.moveTo(this._mc.tx + this._mc.cw, this._mc.ty); this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty + this._mc.ch); } this.context.stroke(); } this._mc.tx += this.map.tileWidth; } } this._mc.tx = this._mc.dx; this._mc.ty += this.map.tileHeight; } }; /** * @name Phaser.TilemapLayer#scrollX * @property {number} scrollX - Scrolls the map horizontally or returns the current x position. */ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", { get: function () { return this._mc.x; }, set: function (value) { if (value !== this._mc.x) { this._mc.x = value; this._mc.startX = this.game.math.floor(this._mc.x / this.map.tileWidth); this.dirty = true; } } }); /** * @name Phaser.TilemapLayer#scrollY * @property {number} scrollY - Scrolls the map vertically or returns the current y position. */ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", { get: function () { return this._mc.y; }, set: function (value) { if (value !== this._mc.y) { this._mc.y = value; this._mc.startY = this.game.math.floor(this._mc.y / this.map.tileHeight); this.dirty = true; } } }); /** * @name Phaser.TilemapLayer#collisionWidth * @property {number} collisionWidth - The width of the collision tiles. */ Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", { get: function () { return this._mc.cw; }, set: function (value) { this._mc.cw = value; this.dirty = true; } }); /** * @name Phaser.TilemapLayer#collisionHeight * @property {number} collisionHeight - The height of the collision tiles. */ Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", { get: function () { return this._mc.ch; }, set: function (value) { this._mc.ch = value; this.dirty = true; } }); </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2014 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> on Thu Oct 09 2014 16:09:45 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>