helper function to create tiles out of the given texture starting from the top left corner going to the left andending at the bottom right corner . only complete tiles will be returned so if the texture 's width or height are not a multiple of the tile width and height not all of the texture will be used . concode_field_sep float u concode_elem_sep Texture texture concode_elem_sep float v concode_elem_sep int regionHeight concode_elem_sep int regionWidth concode_elem_sep float v2 concode_elem_sep float u2 concode_field_sep void setRegionHeight concode_elem_sep void setV concode_elem_sep void setRegion concode_elem_sep void setRegion concode_elem_sep void setRegion concode_elem_sep void setRegion concode_elem_sep void setRegion concode_elem_sep void setTexture concode_elem_sep void setRegionWidth concode_elem_sep int getRegionHeight concode_elem_sep void setU concode_elem_sep int getRegionY concode_elem_sep int getRegionX concode_elem_sep float getU2 concode_elem_sep void scroll concode_elem_sep float getV2 concode_elem_sep Texture getTexture concode_elem_sep float getU concode_elem_sep float getV concode_elem_sep int getRegionWidth concode_elem_sep void setRegionY concode_elem_sep void setRegionX concode_elem_sep boolean isFlipX concode_elem_sep void setV2 concode_elem_sep boolean isFlipY concode_elem_sep void setU2 concode_elem_sep void flip
TextureRegion [ ] [ ] function ( Texture arg0 , int arg1 , int arg2 ) { TextureRegion loc0 = new TextureRegion ( arg0 ) ; return loc0 . split ( arg1 , arg2 ) ; }