/// import { CreatePhaserComponentConfig } from '../element'; export interface GameObjectProps { instance: T; ref?: React.Ref; name?: string; active?: boolean; tabIndex?: boolean; data?: any; renderFlags?: integer; cameraFilter?: number; ignoreDestroy?: boolean; input?: Phaser.Types.Input.InteractiveObject; children?: React.ReactNode; /** * Creates the body in the phaser for the specified physics world * * note: only 'arcade' is supported for now */ physics?: 'arcade'; physicsType?: 'static' | 'dynamic'; } export declare type AlphaProps = Partial>; export declare type Point = { x: number; y: number; }; export declare type BlendModeProps = Partial>; export declare type ComputedSizeProps = Partial>; export declare type CropProps = Partial>; export declare type DepthProps = Partial>; export declare type FlipProps = Partial>; export declare type MaskProps = Partial>; export declare type OriginProps = Partial>; export declare type PipelineProps = Partial>; export declare type ScrollFactorProps = Partial>; export declare type TextureCropProps = Partial>; export declare type TintProps = Partial>; export declare type TransformProps = Partial & { scale?: number | (Point & { point?: Point; }); allowRotation?: boolean; }>; export declare type VisibleProps = Partial>; export interface AnimationProps { playingAnimation?: string; accumulator?: number; delay?: number; duration?: number; forward?: boolean; frameRate?: number; isPlaying?: boolean; msPerFrame?: number; skipMissedFrames?: boolean; repeat?: number; repeatDelay?: number; timeScale?: number; yoyo?: boolean; } export interface AccelerationProps { accelerationX?: number; accelerationY?: number; acceleration?: number | Point; } export interface AngularProps { angularAcceleration?: number; angularDrag?: number; angularVelocity?: number; } export interface BounceProps { bounceX?: number; bounceY?: number; bounce?: number | Point; collideWorldBounds?: boolean; onWorldBounds?: boolean; } export interface DebugProps { debugBodyColor?: number; debugShowBody?: boolean; debugShowVelocity?: boolean; } export interface DragProps { damping?: number; dragX?: number; dragY?: number; drag?: number | Point; allowDrag?: boolean; } export interface EnableProps { disableBody?: boolean; /** * If disableBody is true, this will also hide the body */ hideBody?: boolean; } export interface FrictionProps { frictionX?: number; frictionY?: number; friction?: number | Point; } export interface GravityProps { allowGravity?: boolean; gravityX?: number; gravityY?: number; gravity?: number | Point; } export interface ImmovableProps { immovable?: boolean; } export interface MassProps { mass?: number; } export interface SizeProps { circle?: { radius: number; offsetX?: number; offsetY?: number; }; offset?: { x?: number; y?: number; }; size?: { width: number; height: number; center?: number; }; } export interface VelocityProps { velocity?: number | Point; velocityX?: number; velocityY?: number; maxVelocity?: number | Point; } declare const GameObject: CreatePhaserComponentConfig & { scene: Phaser.Scene; }>; export default GameObject;