/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Provides methods used for getting and setting the origin of a Game Object. * Values are normalized, given in the range 0 to 1. * Display values contain the calculated pixel values. * Should be applied as a mixin and not used directly. * * @name Phaser.GameObjects.Components.Origin * @since 3.0.0 */ declare var Origin: { /** * A property indicating that a Game Object has this component. * * @name Phaser.GameObjects.Components.Origin#_originComponent * @type {boolean} * @private * @default true * @since 3.2.0 */ _originComponent: boolean; /** * The horizontal origin of this Game Object. * The origin maps the relationship between the size and position of the Game Object. * The default value is 0.5, meaning all Game Objects are positioned based on their center. * Setting the value to 0 means the position now relates to the left of the Game Object. * * @name Phaser.GameObjects.Components.Origin#originX * @type {number} * @default 0.5 * @since 3.0.0 */ originX: number; /** * The vertical origin of this Game Object. * The origin maps the relationship between the size and position of the Game Object. * The default value is 0.5, meaning all Game Objects are positioned based on their center. * Setting the value to 0 means the position now relates to the top of the Game Object. * * @name Phaser.GameObjects.Components.Origin#originY * @type {number} * @default 0.5 * @since 3.0.0 */ originY: number; _displayOriginX: number; _displayOriginY: number; /** * The horizontal display origin of this Game Object. * The origin is a normalized value between 0 and 1. * The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. * * @name Phaser.GameObjects.Components.Origin#displayOriginX * @type {number} * @since 3.0.0 */ displayOriginX: { get: () => any; set: (value: any) => void; }; /** * The vertical display origin of this Game Object. * The origin is a normalized value between 0 and 1. * The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin. * * @name Phaser.GameObjects.Components.Origin#displayOriginY * @type {number} * @since 3.0.0 */ displayOriginY: { get: () => any; set: (value: any) => void; }; /** * Sets the origin of this Game Object. * * The values are given in the range 0 to 1. * * @method Phaser.GameObjects.Components.Origin#setOrigin * @since 3.0.0 * * @param {number} [x=0.5] - The horizontal origin value. * @param {number} [y=x] - The vertical origin value. If not defined it will be set to the value of `x`. * * @return {this} This Game Object instance. */ setOrigin: (x: any, y: any) => any; /** * Sets the origin of this Game Object based on the Pivot values in its Frame. * * @method Phaser.GameObjects.Components.Origin#setOriginFromFrame * @since 3.0.0 * * @return {this} This Game Object instance. */ setOriginFromFrame: () => any; /** * Sets the display origin of this Game Object. * The difference between this and setting the origin is that you can use pixel values for setting the display origin. * * @method Phaser.GameObjects.Components.Origin#setDisplayOrigin * @since 3.0.0 * * @param {number} [x=0] - The horizontal display origin value. * @param {number} [y=x] - The vertical display origin value. If not defined it will be set to the value of `x`. * * @return {this} This Game Object instance. */ setDisplayOrigin: (x: any, y: any) => any; /** * Updates the Display Origin cached values internally stored on this Game Object. * You don't usually call this directly, but it is exposed for edge-cases where you may. * * @method Phaser.GameObjects.Components.Origin#updateDisplayOrigin * @since 3.0.0 * * @return {this} This Game Object instance. */ updateDisplayOrigin: () => any; };