/** * @author Richard Davey * @author Felipe Alfonso <@bitnenfer> * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var ArrayUtils: any; declare var Class: any; declare var Components: any; declare var GameObject: any; declare var Rectangle: any; declare var Render: any; declare var Union: any; declare var Vector2: any; /** * @classdesc * A Container Game Object. * * A Container, as the name implies, can 'contain' other types of Game Object. * When a Game Object is added to a Container, the Container becomes responsible for the rendering of it. * By default it will be removed from the Display List and instead added to the Containers own internal list. * * The position of the Game Object automatically becomes relative to the position of the Container. * * When the Container is rendered, all of its children are rendered as well, in the order in which they exist * within the Container. Container children can be repositioned using methods such as `MoveUp`, `MoveDown` and `SendToBack`. * * If you modify a transform property of the Container, such as `Container.x` or `Container.rotation` then it will * automatically influence all children as well. * * Containers can include other Containers for deeply nested transforms. * * Containers can have masks set on them and can be used as a mask too. However, Container children cannot be masked. * The masks do not 'stack up'. Only a Container on the root of the display list will use its mask. * * Containers can be enabled for input. Because they do not have a texture you need to provide a shape for them * to use as their hit area. Container children can also be enabled for input, independent of the Container. * * Containers can be given a physics body for either Arcade Physics, Impact Physics or Matter Physics. However, * if Container _children_ are enabled for physics you may get unexpected results, such as offset bodies, * if the Container itself, or any of its ancestors, is positioned anywhere other than at 0 x 0. Container children * with physics do not factor in the Container due to the excessive extra calculations needed. Please structure * your game to work around this. * * It's important to understand the impact of using Containers. They add additional processing overhead into * every one of their children. The deeper you nest them, the more the cost escalates. This is especially true * for input events. You also loose the ability to set the display depth of Container children in the same * flexible manner as those not within them. In short, don't use them for the sake of it. You pay a small cost * every time you create one, try to structure your game around avoiding that where possible. * * @class Container * @extends Phaser.GameObjects.GameObject * @memberOf Phaser.GameObjects * @constructor * @since 3.4.0 * * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.ComputedSize * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Mask * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} [x=0] - The horizontal position of this Game Object in the world. * @param {number} [y=0] - The vertical position of this Game Object in the world. * @param {Phaser.GameObjects.GameObject[]} [children] - An optional array of Game Objects to add to this Container. */ declare var Container: any;