import * as PIXI from 'pixi.js-legacy'; declare const attackTex: { BOOM_SMALL: PIXI.Texture; BOOM_MED: PIXI.Texture; BOOM_BIG: PIXI.Texture; GRAY_DIAG: PIXI.Texture; RAZOR: PIXI.Texture; RAZOR_DARK: PIXI.Texture; GROWL_HORIZ_LIGHT: PIXI.Texture; GROWL_HORIZ_DARK: PIXI.Texture; GROWL_DIAG_LIGHT: PIXI.Texture; GROWL_DIAG_DARK: PIXI.Texture; NOTE_QUARTER: PIXI.Texture; NOTE_EIGHTH: PIXI.Texture; NOTE_SIXTEENTH: PIXI.Texture; Z_SMALL: PIXI.Texture; Z_MED: PIXI.Texture; Z_BIG: PIXI.Texture; RING_1: PIXI.Texture; RING_2: PIXI.Texture; RING_3: PIXI.Texture; RING_4: PIXI.Texture; BIRD_1: PIXI.Texture; BIRD_2: PIXI.Texture; BLACK_CIRCLE_SMALL: PIXI.Texture; BLACK_CIRCLE: PIXI.Texture; EXPLOSION: PIXI.Texture; PARA_1: PIXI.Texture; PARA_2: PIXI.Texture; BOMB: PIXI.Texture; PSN_BUBBLE_1: PIXI.Texture; PSN_BUBBLE_2: PIXI.Texture; PSN_BUBBLE_3: PIXI.Texture; SKULL: PIXI.Texture; SPEED_3: PIXI.Texture; SPEED_2: PIXI.Texture; SPEED_1: PIXI.Texture; SHADOW_BALL: PIXI.Texture; SWORD: PIXI.Texture; CRUNCH_1: PIXI.Texture; CRUNCH_2: PIXI.Texture; ICE_1: PIXI.Texture; ICE_2: PIXI.Texture; ICE_3: PIXI.Texture; ICE_4: PIXI.Texture; ICE_4_TOP: PIXI.Texture; PUNCH: PIXI.Texture; FOOT: PIXI.Texture; ENERGY_1: PIXI.Texture; ENERGY_2: PIXI.Texture; SPHERE_1: PIXI.Texture; SPHERE_2: PIXI.Texture; SPHERE_3: PIXI.Texture; SPHERE_4: PIXI.Texture; SPHERE_5: PIXI.Texture; SPHERE_6: PIXI.Texture; BEAM_1_SMALL: PIXI.Texture; BEAM_1_CORNER: PIXI.Texture; BEAM_1: PIXI.Texture; BEAM_1_END: PIXI.Texture; BEAM_2_SMALL: PIXI.Texture; BEAM_2_CORNER: PIXI.Texture; BEAM_2: PIXI.Texture; BEAM_2_END: PIXI.Texture; TWINKLE_1_LIGHT: PIXI.Texture; TWINKLE_2_LIGHT: PIXI.Texture; TWINKLE_3_LIGHT: PIXI.Texture; TWINKLE_1_DARK: PIXI.Texture; TWINKLE_2_DARK: PIXI.Texture; TWINKLE_3_DARK: PIXI.Texture; FLY_BIG_1: PIXI.Texture; FLY_BIG_2: PIXI.Texture; FLY_MED: PIXI.Texture; FLY_SMALL_1: PIXI.Texture; FLY_SMALL_2: PIXI.Texture; SUBSTITUTE_FRONT: PIXI.Texture; SUBSTITUTE_BACK: PIXI.Texture; SPARKLE_1: PIXI.Texture; SPARKLE_2: PIXI.Texture; HAND: PIXI.Texture; DISABLE_DARK_5: PIXI.Texture; DISABLE_DARK_4: PIXI.Texture; DISABLE_DARK_3: PIXI.Texture; DISABLE_DARK_2: PIXI.Texture; DISABLE_DARK_1: PIXI.Texture; DISABLE_LIGHT_5: PIXI.Texture; DISABLE_LIGHT_4: PIXI.Texture; DISABLE_LIGHT_3: PIXI.Texture; DISABLE_LIGHT_2: PIXI.Texture; DISABLE_LIGHT_1: PIXI.Texture; CLAP: PIXI.Texture; STAR: PIXI.Texture; FIRE_SMALL_1: PIXI.Texture; FIRE_SMALL_2: PIXI.Texture; FIRE_BIG_1: PIXI.Texture; FIRE_BIG_2: PIXI.Texture; BUBBLE_1: PIXI.Texture; BUBBLE_2: PIXI.Texture; BUBBLE_3: PIXI.Texture; HEART: PIXI.Texture; SMALL_THUNDER_1: PIXI.Texture; SMALL_THUNDER_2: PIXI.Texture; SMALL_THUNDER_3: PIXI.Texture; THUNDER_SIDE: PIXI.Texture; THUNDER_MID: PIXI.Texture; DIRT_SHADOW: PIXI.Texture; AMNESIA_1: PIXI.Texture; AMNESIA_2: PIXI.Texture; AMNESIA_3: PIXI.Texture; RAIN: PIXI.Texture; SHINE_LIGHT: PIXI.Texture; SOLAR_BEAM_1: PIXI.Texture; SOLAR_BEAM_2: PIXI.Texture; SOLAR_BEAM_3: PIXI.Texture; SOLAR_BEAM_4: PIXI.Texture; SOLAR_BEAM_5: PIXI.Texture; SOLAR_BEAM_6: PIXI.Texture; LASER_1: PIXI.Texture; LASER_2: PIXI.Texture; LASER_END_1: PIXI.Texture; LASER_END_2: PIXI.Texture; LASER_SPLASH_1: PIXI.Texture; LASER_SPLASH_2: PIXI.Texture; SURF: PIXI.Texture; TORNADO_1: PIXI.Texture; TORNADO_2: PIXI.Texture; TORNADO_3: PIXI.Texture; }; declare type AttackTexture = keyof typeof attackTex; declare class Particle { protected readonly stage: PIXI.Container; protected x: number; protected y: number; protected dx: number; protected dy: number; protected offX: undefined | ((x: number) => number); protected offY: undefined | ((y: number) => number); protected transX: undefined | ((x: number) => number); protected transY: undefined | ((y: number) => number); protected delayFrames: number; protected life: number; protected flickerFrames: number | undefined; protected timer: number; dead: boolean; protected sprites: PIXI.Sprite[]; constructor(stage: PIXI.Container, x: number, y: number, dx?: number, dy?: number); addSprite(x: number, y: number): PIXI.Sprite; update(): void; _update(): void; die(): void; flicker(): void; setFlicker(n: number): this; flipHorizontally(condition?: boolean): this; flipVertically(condition?: boolean): this; offsetX(f: (t: number) => number): this; offsetY(f: (t: number) => number): this; priority(i?: number): this; transformX(f: number | ((t: number) => number)): this; transformY(f: number | ((t: number) => number)): this; } declare class Static extends Particle { private readonly originalSubArea; private subAreaFn; constructor(stage: PIXI.Container, x: number, y: number, tex: AttackTexture, life: number); _update(): void; delayStart(frames: number): this; subArea(fn: (t: number) => PIXI.Rectangle): this; unanchorX(): this; unanchorY(): this; setXAnchor(anchor: number): this; setYAnchor(anchor: number): this; } declare class Sequence extends Particle { protected texs: PIXI.Texture[]; protected delay: number; constructor(stage: PIXI.Container, x: number, y: number, texs: AttackTexture[], delay: number, life?: number | undefined); delayStart(frames: number): this; _update(): void; setXAnchor(anchor: number): this; setYAnchor(anchor: number): this; } declare class Open extends Particle { constructor(stage: PIXI.Container, x: number, y: number); _update(): void; } declare class Twinkle extends Sequence { constructor(stage: PIXI.Container, x: number, y: number); } declare class Fly extends Sequence { constructor(stage: PIXI.Container, x: number, y: number); } declare class Slash extends Particle { private pieces; private delay; private flickerTime; constructor(stage: PIXI.Container, x: number, y: number, pieces?: number); _update(): void; } declare class VineWhip extends Particle { constructor(stage: PIXI.Container, x: number, y: number, sx: number, sy: number); _update(): void; } declare class Growl extends Particle { private readonly scaleX; constructor(stage: PIXI.Container, x: number, y: number, scaleX: number); _update(): void; } declare class Note extends Particle { constructor(stage: PIXI.Container, x: number, y: number, dx: number, dy: number); _update(): void; } declare class Z extends Particle { constructor(stage: PIXI.Container, x: number, y: number, dx: number); _update(): void; } declare class Ring extends Particle { constructor(stage: PIXI.Container, x: number, y: number, dx: number, dy: number); _update(): void; } declare class Rotate extends Particle { protected cos_t: number; protected delay: number; protected period: number; protected w: number; protected h: number; constructor(stage: PIXI.Container, x: number, y: number, w: number, h: number, period: number, delay: number); _update(): void; } declare class Bird extends Rotate { constructor(stage: PIXI.Container, x: number, y: number, delay: number); _update(): void; } declare class Sword extends Rotate { constructor(stage: PIXI.Container, x: number, y: number, delay: number); _update(): void; } declare class Disable extends Particle { private static readonly TEXTURES; constructor(stage: PIXI.Container, x: number, y: number); _update(): void; } declare class Paralysis extends Particle { protected dir: number; constructor(stage: PIXI.Container, x: number, y: number, dir: number); _update(): void; } declare class Bomb extends Particle { protected deadY: number; constructor(stage: PIXI.Container, x: number, y: number, dx: number, dy: number, deadY: number); _update(): void; } declare class PoisonBubble extends Particle { constructor(stage: PIXI.Container, x: number, y: number); _update(): void; } declare class Speed extends Sequence { constructor(stage: PIXI.Container, x: number, y: number); } declare class Explosion extends Sequence { constructor(stage: PIXI.Container, x: number, y: number); } declare class Sphere extends Sequence { constructor(stage: PIXI.Container, x: number, y: number); } declare class ShadowBall extends Static { private speed; constructor(stage: PIXI.Container, x: number, y: number, speed: number); _update(): void; } declare class IceWall extends Particle { protected duration: number; constructor(stage: PIXI.Container, x: number, y: number, duration: number); _update(): void; } declare class RisingIceWall extends Particle { protected riseTime: number; protected flickerTime: number; protected wait: boolean; constructor(stage: PIXI.Container, x: number, y: number, riseTime: number, flickerTime: number); _update(): void; } export { Particle, Slash, Open, attackTex, Static, VineWhip, Growl, Note, Z, Ring, Bird, Paralysis, Bomb, PoisonBubble, Speed, ShadowBall, Sword, IceWall, RisingIceWall, Explosion, Sequence, Sphere, Twinkle, Fly, Disable, AttackTexture };