export default Live2dGameObjectBase; declare namespace Live2dGameObjectBase { } /** * Base transform and display API surface shared by Live2D game objects. */ declare class Live2dGameObjectBase extends Phaser.GameObjects.GameObject { /** * Clear alpha and restore fully opaque rendering. * * @returns This game object. */ clearAlpha(): this; /** * Set alpha value. * * @param value - Alpha value in the range of 0 to 1. * @returns This game object. */ setAlpha(value?: number): this; alpha: number; blendMode: Phaser.BlendModes | string; /** * Set blend mode. * * @param value - Blend mode name or Phaser blend mode constant. * @returns This game object. */ setBlendMode(value: string | Phaser.BlendModes): this; width: number; height: number; displayWidth: number; displayHeight: number; /** * Set native size. * * @param width - Native width. * @param height - Native height. * @returns This game object. */ setSize( width: number, height: number ): this; /** * Set display size. * * @param width - Display width. * @param height - Display height. * @returns This game object. */ setDisplaySize( width: number, height: number ): this; depth: number; /** * Set depth value used for display ordering. * * @param value - New depth value. * @returns This game object. */ setDepth(value: number): this; /** * Get center point in world space. * * @param output - Optional output vector. * @returns Center point. */ getCenter(output?: O): O; /** * Get top-left point in world space. * * @param output - Optional output vector. * @param includeParent - Include parent container transform if true. * @returns Top-left point. */ getTopLeft( output?: O, includeParent?: boolean ): O; /** * Get top-center point in world space. * * @param output - Optional output vector. * @param includeParent - Include parent container transform if true. * @returns Top-center point. */ getTopCenter( output?: O, includeParent?: boolean ): O; /** * Get top-right point in world space. * * @param output - Optional output vector. * @param includeParent - Include parent container transform if true. * @returns Top-right point. */ getTopRight( output?: O, includeParent?: boolean ): O; /** * Get left-center point in world space. * * @param output - Optional output vector. * @param includeParent - Include parent container transform if true. * @returns Left-center point. */ getLeftCenter( output?: O, includeParent?: boolean ): O; /** * Get right-center point in world space. * * @param output - Optional output vector. * @param includeParent - Include parent container transform if true. * @returns Right-center point. */ getRightCenter( output?: O, includeParent?: boolean ): O; /** * Get bottom-left point in world space. * * @param output - Optional output vector. * @param includeParent - Include parent container transform if true. * @returns Bottom-left point. */ getBottomLeft( output?: O, includeParent?: boolean ): O; /** * Get bottom-center point in world space. * * @param output - Optional output vector. * @param includeParent - Include parent container transform if true. * @returns Bottom-center point. */ getBottomCenter( output?: O, includeParent?: boolean ): O; /** * Get bottom-right point in world space. * * @param output - Optional output vector. * @param includeParent - Include parent container transform if true. * @returns Bottom-right point. */ getBottomRight( output?: O, includeParent?: boolean ): O; /** * Get world-space bounds rectangle. * * @param output - Optional output rectangle. * @returns Bounds rectangle. */ getBounds(output?: O): O; originX: number; originY: number; displayOriginX: number; displayOriginY: number; /** * Set origin using normalized coordinates. * * @param x - Horizontal origin in the range of 0 to 1. * @param y - Vertical origin in the range of 0 to 1. * @returns This game object. */ setOrigin( x?: number, y?: number ): this; /** * Set origin based on frame origin data. * * @returns This game object. */ setOriginFromFrame(): this; /** * Set display origin in pixels. * * @param x - Horizontal display origin. * @param y - Vertical display origin. * @returns This game object. */ setDisplayOrigin( x?: number, y?: number ): this; /** * Recalculate display origin from origin and size. * * @returns This game object. */ updateDisplayOrigin(): this; scrollFactorX: number; scrollFactorY: number; /** * Set camera scroll factors. * * @param x - Horizontal scroll factor. * @param y - Vertical scroll factor. * @returns This game object. */ setScrollFactor( x: number, y?: number ): this; x: number; y: number; z: number; w: number; scale: number; scaleX: number; scaleY: number; angle: number; rotation: number; /** * Set position components. * * @param x - Horizontal position. * @param y - Vertical position. * @param z - Z position. * @param w - W position. * @returns This game object. */ setPosition( x?: number, y?: number, z?: number, w?: number ): this; /** * Copy position from a vector-like object. * * @param source - Source vector values. * @returns This game object. */ copyPosition(source: Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like): this; /** * Set random position within a rectangle. * * @param x - Rectangle left position. * @param y - Rectangle top position. * @param width - Rectangle width. * @param height - Rectangle height. * @returns This game object. */ setRandomPosition( x?: number, y?: number, width?: number, height?: number ): this; /** * Set rotation in radians. * * @param radians - Rotation value in radians. * @returns This game object. */ setRotation(radians?: number): this; /** * Set angle in degrees. * * @param degrees - Rotation value in degrees. * @returns This game object. */ setAngle(degrees?: number): this; /** * Set scale. * * @param x - Horizontal scale. * @param y - Vertical scale. * @returns This game object. */ setScale( x: number, y?: number ): this; /** * Set x position. * * @param value - New x value. * @returns This game object. */ setX(value?: number): this; /** * Set y position. * * @param value - New y value. * @returns This game object. */ setY(value?: number): this; /** * Set z position. * * @param value - New z value. * @returns This game object. */ setZ(value?: number): this; /** * Set w position. * * @param value - New w value. * @returns This game object. */ setW(value?: number): this; /** * Get local transform matrix. * * @param tempMatrix - Optional matrix instance to write into. * @returns Local transform matrix. */ getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; /** * Get world transform matrix. * * @param tempMatrix - Optional matrix instance to write into. * @param parentMatrix - Optional parent transform matrix. * @returns World transform matrix. */ getWorldTransformMatrix( tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix ): Phaser.GameObjects.Components.TransformMatrix; /** * Convert world position to local position. * * @param x - World x coordinate. * @param y - World y coordinate. * @param point - Optional output vector. * @param camera - Optional camera reference. * @returns Local-space point. */ getLocalPoint( x: number, y: number, point?: Phaser.Math.Vector2, camera?: Phaser.Cameras.Scene2D.Camera ): Phaser.Math.Vector2; /** * Get accumulated parent rotation in radians. * * @returns Parent rotation value. */ getParentRotation(): number; visible: boolean; /** * Set visibility. * * @param value - True to show, false to hide. * @returns This game object. */ setVisible(value: boolean): this; }