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@mai3/phaser-sdk

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A UI component library based on the Phaser game engine

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import { Padding, RoundedRectRadius } from "../types"; import { EVMConnector } from "../game/EVMConnetor"; declare const Utils: { isHorizontal(val: any): boolean; isVertical(val: any): boolean; sleep(ms: number): Promise<void>; hexColorToNumber(color: string): number; numberToHex(num: number, minLength?: number): string; hexToNumber(hex: string): number; rawAddressToFriendly(address: string, shorten?: boolean): string; smoothScale(manager: Phaser.Tweens.TweenManager, obj: object | object[], scaleValue: number, duration: number): void; drawRoundedRectRenderTexture(scene: Phaser.Scene, x?: number, y?: number, width?: number, height?: number, borderWidth?: number, radius?: RoundedRectRadius, borderColor?: number, fillColor?: number, backgroundAlpha?: number): Phaser.GameObjects.RenderTexture | null; drawCircleRenderTexture(scene: Phaser.Scene, x: number, y: number, radius: number, borderWidth: number, borderColor: number, fillColor: number): Phaser.GameObjects.RenderTexture; reDrawRoundedRectRenderTexture(scene: Phaser.Scene, rt: Phaser.GameObjects.RenderTexture, x?: number, y?: number, width?: number, height?: number, borderWidth?: number, radius?: RoundedRectRadius, borderColor?: number, fillColor?: number, backgroundAlpha?: number): Phaser.GameObjects.RenderTexture; reDrawCircleRenderTexture(scene: Phaser.Scene, rt: Phaser.GameObjects.RenderTexture, x: number, y: number, _radius?: number, borderWidth?: number, borderColor?: number, fillColor?: number): Phaser.GameObjects.RenderTexture; drawRoundedRect(scene: Phaser.Scene, x?: number, y?: number, width?: number, height?: number, borderWidth?: number, radius?: number, borderColor?: number, fillColor?: number, backgroundAlpha?: number): Phaser.GameObjects.Graphics; drawCircle(scene: Phaser.Scene, x: number, y: number, radius: number, borderWidth: number, borderColor: number, fillColor: number): Phaser.GameObjects.Graphics; reDrawCircle(g: Phaser.GameObjects.Graphics, x?: number, y?: number, radius?: number, borderWidth?: number, borderColor?: number, fillColor?: number): Phaser.GameObjects.Graphics; reDrawRoundedRect(g: Phaser.GameObjects.Graphics, scene: Phaser.Scene, x?: number, y?: number, width?: number, height?: number, borderWidth?: number, radius?: RoundedRectRadius, borderColor?: number, fillColor?: number, backgroundAlpha?: number): Phaser.GameObjects.Graphics; clampX(x: number, sceneWidth: number, displayWidth: number): number; clampY(y: number, sceneHeight: number, displayHeight: number): number; isNullOrZeroOrEmpty(value: any): boolean; GetValue(source: object, key: string, defaultValue: any, altSource?: object): any; GetOrDefaultValue(value: any, defaultValue: any): any; MergeRight(obj1: object, obj2: object): object; getWorldPosition(transformObj: Phaser.GameObjects.Components.Transform): { x: number; y: number; }; getLocalPosition(transformObj: Phaser.GameObjects.Components.Transform): { x: number; y: number; }; addTimer(scene: Phaser.Scene, delay?: number, callback?: Function, loop?: boolean): Phaser.Time.TimerEvent; getPadding(padding?: Padding): { x: number; y: number; left: number; right: number; top: number; bottom: number; }; evmConnector(): typeof EVMConnector; }; export default Utils; //# sourceMappingURL=Utils.d.ts.map