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phaser4-rex-plugins

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// 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; setToTop(): this; setToBack(): this; setAbove(gameObject: Phaser.GameObjects.GameObject): this; setBelow(gameObject: Phaser.GameObjects.GameObject): 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; readonly originX: number; readonly originY: number; displayOriginX: number; displayOriginY: number; setOrigin(x?: number, y?: number): this; setOriginFromFrame(): this; setDisplayOrigin(x?: number, y?: number): this; updateDisplayOrigin(): this; customRenderNodes: object; defaultRenderNodes: object; renderNodeData: object; initRenderNodes(defaultNodes: Map<string, string>): void; setRenderNodeRole(key: string, renderNode: string | Phaser.Renderer.WebGL.RenderNodes.RenderNode | null, renderNodeData?: object, copyData?: boolean): this; setRenderNodeData(renderNode: string | Phaser.Renderer.WebGL.RenderNodes.RenderNode, key: string, value: any): 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; readonly hasTransformComponent: 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; }