@petkoneo/phaser3-rex-plugins
Version:
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TypeScript
// import * as Phaser from 'phaser';
export default class CanvasGameObjectBase extends Phaser.GameObjects.GameObject {
// Components
clearAlpha(): this;
setAlpha(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): this;
alpha: number;
alphaTopLeft: number;
alphaTopRight: number;
alphaBottomLeft: number;
alphaBottomRight: number;
blendMode: Phaser.BlendModes | string;
setBlendMode(value: string | Phaser.BlendModes): this;
width: number;
height: number;
displayWidth: number;
displayHeight: number;
setSize(width: number, height: number): this;
setDisplaySize(width: number, height: number): this;
texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture;
frame: Phaser.Textures.Frame;
isCropped: boolean;
setCrop(x?: number | Phaser.Geom.Rectangle, y?: number, width?: number, height?: number): this;
depth: number;
setDepth(value: number): this;
flipX: boolean;
flipY: boolean;
toggleFlipX(): this;
toggleFlipY(): this;
setFlipX(value: boolean): this;
setFlipY(value: boolean): this;
setFlip(x: boolean, y: boolean): this;
resetFlip(): this;
getCenter<O extends Phaser.Math.Vector2>(output?: O): O;
getTopLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O;
getTopCenter<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O;
getTopRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O;
getLeftCenter<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O;
getRightCenter<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O;
getBottomLeft<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O;
getBottomCenter<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O;
getBottomRight<O extends Phaser.Math.Vector2>(output?: O, includeParent?: boolean): O;
getBounds<O extends Phaser.Geom.Rectangle>(output?: O): O;
mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask;
setMask(mask: Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask): this;
clearMask(destroyMask?: boolean): this;
createBitmapMask(renderable?: Phaser.GameObjects.GameObject): Phaser.Display.Masks.BitmapMask;
createGeometryMask(graphics?: Phaser.GameObjects.Graphics): Phaser.Display.Masks.GeometryMask;
originX: number;
originY: number;
displayOriginX: number;
displayOriginY: number;
setOrigin(x?: number, y?: number): this;
setOriginFromFrame(): this;
setDisplayOrigin(x?: number, y?: number): this;
updateDisplayOrigin(): this;
defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline;
pipeline: Phaser.Renderer.WebGL.WebGLPipeline;
pipelineData: object;
initPipeline(pipeline?: string | Phaser.Renderer.WebGL.WebGLPipeline): boolean;
setPipeline(pipeline: string | Phaser.Renderer.WebGL.WebGLPipeline, pipelineData?: object, copyData?: boolean): this;
setPipelineData(key: string, value?: any): this;
resetPipeline(resetData?: boolean): boolean;
getPipelineName(): string;
hasPostPipeline: boolean;
postPipelines: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline[];
postPipelineData: object;
preFX: Phaser.GameObjects.Components.FX | null;
postFX: Phaser.GameObjects.Components.FX;
initPostPipeline(preFX?: boolean): void;
setPostPipeline(pipelines: string | string[] | Function | Function[] | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline[], pipelineData?: object, copyData?: boolean): this;
setPostPipelineData(key: string, value?: any): this;
getPostPipeline(pipeline: string | Function | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): Phaser.Renderer.WebGL.Pipelines.PostFXPipeline | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline[];
resetPostPipeline(resetData?: boolean): void;
removePostPipeline(pipeline: string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline): this;
clearFX(): this;
scrollFactorX: number;
scrollFactorY: number;
setScrollFactor(x: number, y?: number): this;
tintTopLeft: number;
tintTopRight: number;
tintBottomLeft: number;
tintBottomRight: number;
tintFill: boolean;
clearTint(): this;
setTint(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): this;
setTintFill(topLeft?: number, topRight?: number, bottomLeft?: number, bottomRight?: number): this;
tint: number;
readonly isTinted: boolean;
x: number;
y: number;
z: number;
w: number;
scale: number;
scaleX: number;
scaleY: number;
angle: number;
rotation: number;
setPosition(x?: number, y?: number, z?: number, w?: number): this;
copyPosition(source: Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like): this;
setRandomPosition(x?: number, y?: number, width?: number, height?: number): this;
setRotation(radians?: number): this;
setAngle(degrees?: number): this;
setScale(x: number, y?: number): this;
setX(value?: number): this;
setY(value?: number): this;
setZ(value?: number): this;
setW(value?: number): this;
getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix;
getLocalPoint(x: number, y: number, point?: Phaser.Math.Vector2, camera?: Phaser.Cameras.Scene2D.Camera): Phaser.Math.Vector2;
getParentRotation(): number;
visible: boolean;
setVisible(value: boolean): this;
}