/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var BlendModes: any; /** * Provides methods used for setting the blend mode of a Game Object. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.BlendMode * @since 3.0.0 */ declare var BlendMode: { /** * Private internal value. Holds the current blend mode. * * @name Phaser.GameObjects.Components.BlendMode#_blendMode * @type {integer} * @private * @default 0 * @since 3.0.0 */ _blendMode: any; /** * Sets the Blend Mode being used by this Game Object. * * This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) * * Under WebGL only the following Blend Modes are available: * * * ADD * * MULTIPLY * * SCREEN * * Canvas has more available depending on browser support. * * You can also create your own custom Blend Modes in WebGL. * * Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending * on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these * reasons try to be careful about the construction of your Scene and the frequency of which blend modes * are used. * * @name Phaser.GameObjects.Components.BlendMode#blendMode * @type {(Phaser.BlendModes|string)} * @since 3.0.0 */ blendMode: { get: () => any; set: (value: any) => void; }; /** * Sets the Blend Mode being used by this Game Object. * * This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay) * * Under WebGL only the following Blend Modes are available: * * * ADD * * MULTIPLY * * SCREEN * * Canvas has more available depending on browser support. * * You can also create your own custom Blend Modes in WebGL. * * Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending * on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these * reasons try to be careful about the construction of your Scene and the frequency of which blend modes * are used. * * @method Phaser.GameObjects.Components.BlendMode#setBlendMode * @since 3.0.0 * * @param {(string|Phaser.BlendModes)} value - The BlendMode value. Either a string or a CONST. * * @return {this} This Game Object instance. */ setBlendMode: (value: any) => any; };