/** * @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 Frame: any; declare var TextureSource: any; /** * @classdesc * A Texture consists of a source, usually an Image from the Cache, and a collection of Frames. * The Frames represent the different areas of the Texture. For example a texture atlas * may have many Frames, one for each element within the atlas. Where-as a single image would have * just one frame, that encompasses the whole image. * * Textures are managed by the global TextureManager. This is a singleton class that is * responsible for creating and delivering Textures and their corresponding Frames to Game Objects. * * Sprites and other Game Objects get the texture data they need from the TextureManager. * * @class Texture * @memberOf Phaser.Textures * @constructor * @since 3.0.0 * * @param {Phaser.Textures.TextureManager} manager - A reference to the Texture Manager this Texture belongs to. * @param {string} key - The unique string-based key of this Texture. * @param {(HTMLImageElement[]|HTMLCanvasElement[])} source - An array of sources that are used to create the texture. Usually Images, but can also be a Canvas. * @param {number} [width] - The width of the Texture. This is optional and automatically derived from the source images. * @param {number} [height] - The height of the Texture. This is optional and automatically derived from the source images. */ declare var Texture: { texture: any; frame: any; isCropped: boolean; setTexture: (key: any, frame: any) => any; /** * A reference to the Texture Manager this Texture belongs to. * * @name Phaser.Textures.Texture#manager * @type {Phaser.Textures.TextureManager} * @since 3.0.0 */ setFrame: (frame: any, updateSize: any, updateOrigin: any) => any; };