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phaser4-rex-plugins

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// import * as Phaser from 'phaser'; import BaseSizer from '../basesizer/BaseSizer.js'; import GetBoundsConfig from '../../../plugins/utils/bounds/GetBoundsConfig.js'; export default OverlapSizer; declare namespace OverlapSizer { type AlignTypes = number | 'center' | 'left' | 'right' | 'top' | 'bottom' | 'left-top' | 'left-center' | 'left-bottom' | 'center-top' | 'center-center' | 'center-bottom' | 'right-top' | 'right-center' | 'right-bottom'; type PaddingTypes = GetBoundsConfig.PaddingConfigType; interface IConfig extends BaseSizer.IConfig { x?: number, y?: number, width?: number, height?: number, } interface IAddConfig { key?: string, align?: OverlapSizer.AlignTypes, offsetX?: number, offsetY?: number, offsetOriginX?: number, offsetOriginY?: number, padding?: OverlapSizer.PaddingTypes, expand?: boolean | { width?: boolean, height?: boolean, }, minWidth?: number, minHeight?: number, aspectRatio?: true | number } } declare class OverlapSizer extends BaseSizer { sizerChildren: { [name: string]: Phaser.GameObjects.GameObject }; constructor( scene: Phaser.Scene, config?: OverlapSizer.IConfig ); constructor( scene: Phaser.Scene, x: number, y: number, config?: OverlapSizer.IConfig ); constructor( scene: Phaser.Scene, x: number, y: number, width: number, height: number, config?: OverlapSizer.IConfig ); add( gameObject: Phaser.GameObjects.GameObject, config?: OverlapSizer.IAddConfig ): this; add( gameObject: Phaser.GameObjects.GameObject, key?: string, align?: OverlapSizer.AlignTypes, padding?: OverlapSizer.PaddingTypes, expand?: boolean | { width?: boolean, height?: boolean, }, minWidth?: number, minHeight?: number, offsetX?: number, offsetY?: number, aspectRatio?: true | number ): this; addMultiple( gameObject: Phaser.GameObjects.GameObject[], config?: OverlapSizer.IAddConfig ): this; remove( gameObject: Phaser.GameObjects.GameObject, destroyChild?: boolean ): this; remove( key: string, destroyChild?: boolean ): this; removeAll( destroyChild?: boolean ): this; clear( destroyChild?: boolean ): this; childToKey( gameObject: Phaser.GameObjects.GameObject ): string; }