/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var CanvasPool: any; declare var CanvasTexture: any; declare var Class: any; declare var Color: any; declare var CONST: { VERSION: string; BlendModes: any; ScaleModes: any; AUTO: number; CANVAS: number; WEBGL: number; HEADLESS: number; FOREVER: number; NONE: number; UP: number; DOWN: number; LEFT: number; RIGHT: number; }; declare var EventEmitter: any; declare var GenerateTexture: (config: any) => any; declare var GetValue: any; declare var Parser: any; declare var Texture: { texture: any; frame: any; isCropped: boolean; setTexture: (key: any, frame: any) => any; setFrame: (frame: any, updateSize: any, updateOrigin: any) => any; }; /** * @callback EachTextureCallback * * @param {Phaser.Textures.Texture} texture - [description] * @param {...*} [args] - Additional arguments that will be passed to the callback, after the child. */ /** * @classdesc * 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. * * Access it via `scene.textures`. * * @class TextureManager * @extends Phaser.Events.EventEmitter * @memberOf Phaser.Textures * @constructor * @since 3.0.0 * * @param {Phaser.Game} game - [description] */ declare var TextureManager: any;