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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @typedef {object} Phaser.Types.GameObjects.SpriteGPULayer.Member * @since 4.0.0 * * @property {number|Phaser.Types.GameObjects.SpriteGPULayer.MemberAnimation} x - The x position of the member. * @property {number|Phaser.Types.GameObjects.SpriteGPULayer.MemberAnimation} y - The y position of the member. * @property {number|Phaser.Types.GameObjects.SpriteGPULayer.MemberAnimation} rotation - The rotation of the member. * @property {number|Phaser.Types.GameObjects.SpriteGPULayer.MemberAnimation} scaleX - The x scale of the member. * @property {number|Phaser.Types.GameObjects.SpriteGPULayer.MemberAnimation} scaleY - The y scale of the member. * @property {number} originX - The X pivot of the frame. Default 0.5, in the range 0 to 1 across the frame. If the frame has a custom pivot, it will offset this value. * @property {number} originY - The Y pivot of the frame. Default 0.5, in the range 0 to 1 across the frame. If the frame has a custom pivot, it will offset this value. * @property {Phaser.TintModes} tintMode - The tint mode of the member. * @property {number} creationTime - The time the member was created. This is measured from the initialization of `layer.timeElapsed`. Use this to control members added after the layer was created. * @property {number} scrollFactorX - The horizontal camera scroll factor of the member. * @property {number} scrollFactorY - The vertical camera scroll factor y of the member. * @property {string|number|{name: string}} frame - The frame of the member. You can pass a frame name, the index of the frame in its texture, or a `Phaser.Types.Textures.Frame` object. The frame must exist in the texture the member is using. * @property {string|number} [animation] - The animation to use. If not set, the member will use `frame` as a static texture. * @property {number|Phaser.Types.GameObjects.SpriteGPULayer.MemberAnimation} tintBlend - The tint blend mode of the member. 0 is no tint (equivalent to white), 1 is full tint. Use this to animate tint values, which are otherwise too complex to animate. * @property {number} tintBottomLeft - The bottom-left tint color of the member, as a 24-bit RGB value. * @property {number} tintTopLeft - The top-left tint color of the member, as a 24-bit RGB value. * @property {number} tintBottomRight - The bottom-right tint color of the member, as a 24-bit RGB value. * @property {number} tintTopRight - The top-right tint color of the member, as a 24-bit RGB value. * @property {number} alphaBottomLeft - The bottom-left alpha value of the member, in the range 0-1. * @property {number} alphaTopLeft - The top-left alpha value of the member, in the range 0-1. * @property {number} alphaBottomRight - The bottom-right alpha value of the member, in the range 0-1. * @property {number} alphaTopRight - The top-right alpha value of the member, in the range 0-1. * @property {number|Phaser.Types.GameObjects.SpriteGPULayer.MemberAnimation} alpha - The alpha value of the member, in the range 0-1. This multiplies all four corner alpha values, and can be animated. */