export default GridCutImage; declare namespace GridCutImage { /** * Configuration options for GridCutImage. */ interface IConfig { /** * Number of columns. */ columns?: number, /** * Number of rows. */ rows?: number, /** * Callback to create an image. * * @param scene - Scene instance. * @param key - Texture instance. * @param frame - Frame name. * @returns The created image. */ createImageCallback?: ( scene: Phaser.Scene, key: Phaser.Textures.Texture, frame: string ) => T, /** * Image class to instantiate. */ ImageClass?: T, /** * Object pool for reusing images. */ objectPool?: T[], /** * Origin X for created images. */ originX?: number, /** * Origin Y for created images. */ originY?: number, /** * Add created images to the scene. */ add?: boolean, /** * Align created images. */ align?: boolean, } } /** * Cut a game object into a grid with explicit dimensions. * * @param gameObject - Source game object. * @param columns - Number of columns. * @param rows - Number of rows. * @param config - Configuration options. * @returns The created image list. */ declare function GridCutImage( gameObject: Phaser.GameObjects.GameObject, columns: number, rows: number, config?: GridCutImage.IConfig ): T[]; /** * Cut a game object into a grid using config options. * * @param gameObject - Source game object. * @param config - Configuration options. * @returns The created image list. */ declare function GridCutImage( gameObject: Phaser.GameObjects.GameObject, config?: GridCutImage.IConfig ): T[];