export default Live2dGameObjectBase; declare namespace Live2dGameObjectBase { } declare class Live2dGameObjectBase extends Phaser.GameObjects.GameObject { clearAlpha(): this; setAlpha(value?: number): this; alpha: number; blendMode: Phaser.BlendModes | string; setBlendMode(value: string | Phaser.BlendModes): this; width: number; height: number; displayWidth: number; displayHeight: number; setSize(width: number, height: number): this; setDisplaySize(width: number, height: number): this; depth: number; setDepth(value: number): this; getCenter(output?: O): O; getTopLeft(output?: O, includeParent?: boolean): O; getTopCenter(output?: O, includeParent?: boolean): O; getTopRight(output?: O, includeParent?: boolean): O; getLeftCenter(output?: O, includeParent?: boolean): O; getRightCenter(output?: O, includeParent?: boolean): O; getBottomLeft(output?: O, includeParent?: boolean): O; getBottomCenter(output?: O, includeParent?: boolean): O; getBottomRight(output?: O, includeParent?: boolean): O; getBounds(output?: O): O; originX: number; originY: number; displayOriginX: number; displayOriginY: number; setOrigin(x?: number, y?: number): this; setOriginFromFrame(): this; setDisplayOrigin(x?: number, y?: number): this; updateDisplayOrigin(): this; scrollFactorX: number; scrollFactorY: number; setScrollFactor(x: number, y?: number): this; x: number; y: number; z: number; w: number; scale: number; scaleX: number; scaleY: number; angle: number; rotation: number; setPosition(x?: number, y?: number, z?: number, w?: number): this; copyPosition(source: Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like): this; setRandomPosition(x?: number, y?: number, width?: number, height?: number): this; setRotation(radians?: number): this; setAngle(degrees?: number): this; setScale(x: number, y?: number): this; setX(value?: number): this; setY(value?: number): this; setZ(value?: number): this; setW(value?: number): this; getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; getLocalPoint(x: number, y: number, point?: Phaser.Math.Vector2, camera?: Phaser.Cameras.Scene2D.Camera): Phaser.Math.Vector2; getParentRotation(): number; visible: boolean; setVisible(value: boolean): this; }