/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Class: any; declare var Components: any; declare var Sprite: any; /** * @classdesc * An Impact Physics Sprite Game Object. * * A Sprite Game Object is used for the display of both static and animated images in your game. * Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled * and animated. * * The main difference between a Sprite and an Image Game Object is that you cannot animate Images. * As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation * Component. If you do not require animation then you can safely use Images to replace Sprites in all cases. * * @class ImpactSprite * @extends Phaser.GameObjects.Sprite * @memberOf Phaser.Physics.Impact * @constructor * @since 3.0.0 * * @extends Phaser.Physics.Impact.Components.Acceleration * @extends Phaser.Physics.Impact.Components.BodyScale * @extends Phaser.Physics.Impact.Components.BodyType * @extends Phaser.Physics.Impact.Components.Bounce * @extends Phaser.Physics.Impact.Components.CheckAgainst * @extends Phaser.Physics.Impact.Components.Collides * @extends Phaser.Physics.Impact.Components.Debug * @extends Phaser.Physics.Impact.Components.Friction * @extends Phaser.Physics.Impact.Components.Gravity * @extends Phaser.Physics.Impact.Components.Offset * @extends Phaser.Physics.Impact.Components.SetGameObject * @extends Phaser.Physics.Impact.Components.Velocity * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScaleMode * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Size * @extends Phaser.GameObjects.Components.Texture * @extends Phaser.GameObjects.Components.Tint * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Physics.Impact.World} world - [description] * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. */ declare var ImpactSprite: any;