import { Direction, PriorityType, TileID } from "../data" import { PIXI } from "../externals" export declare class Game_CharacterBase { get x(): number get y(): number _x: number _y: number _realX: number _realY: number _moveSpeed: number _moveFrequency: number _opacity: number _blendMode: PIXI.BLEND_MODES _direction: Direction _pattern: number _priorityType: PriorityType _tileId: number _characterName: string _characterIndex: number _isObjectCharacter: boolean _walkAnime: boolean _stepAnime: boolean _directionFix: boolean _through: boolean _transparent: boolean _bushDepth: number _animationId: number _balloonId: number _animationPlaying: boolean _balloonPlaying: boolean _animationCount: number _stopCount: number _jumpCount: number _jumpPeak: number _movementSuccess: boolean constructor() initMembers(): void pos(x: number, y: number): boolean posNt(x: number, y: number): boolean moveSpeed(): number setMoveSpeed(moveSpeed: number): void moveFrequency(): number setMoveFrequency(moveFrequency: number): void opacity(): number setOpacity(opacity: number): void blendMode(): PIXI.BLEND_MODES setBlendMode(blendMode: PIXI.BLEND_MODES): void isNormalPriority(): boolean setPriorityType(priorityType: PriorityType): void isMoving(): boolean isJumping(): boolean jumpHeight(): number isStopping(): boolean checkStop(threshold: number): boolean resetStopCount(): void realMoveSpeed(): number distancePerFrame(): number isDashing(): boolean isDebugThrough(): boolean straighten(): void reverseDir(d: Direction): Direction canPass(x: number, y: number, d: Direction): boolean canPassDiagonally(x: number, y: number, horz: Direction, vert: Direction): boolean isMapPassable(x: number, y: number, d: Direction): boolean isCollidedWithCharacters(x: number, y: number): boolean isCollidedWithEvents(x: number, y: number): boolean isCollidedWithVehicles(x: number, y: number): boolean setPosition(x: number, y: number): void copyPosition(character: Game_CharacterBase): void locate(x: number, y: number): void direction(): Direction setDirection(d?: Direction | 0): void isTile(): boolean isObjectCharacter(): boolean shiftY(): 0 | 6 scrolledX(): number scrolledY(): number screenX(): number screenY(): number screenZ(): number isNearTheScreen(): boolean update(): void updateStop(): void updateJump(): void updateMove(): void updateAnimation(): void animationWait(): number updateAnimationCount(): void updatePattern(): void maxPattern(): number pattern(): number setPattern(pattern: number): void isOriginalPattern(): boolean resetPattern(): void refreshBushDepth(): void isOnLadder(): boolean isOnBush(): boolean terrainTag(): number regionId(): number increaseSteps(): void tileId(): number characterName(): string characterIndex(): number setImage(characterName: string, characterIndex: number): void setTileImage(tileId: TileID): void checkEventTriggerTouchFront(d: Direction): void checkEventTriggerTouch(_x: number, _y: number): void isMovementSucceeded(_x?: number, _y?: number): boolean setMovementSuccess(success: boolean): void moveStraight(d: Direction): void moveDiagonally(horz: Direction, vert: Direction): void jump(xPlus: number, yPlus: number): void hasWalkAnime(): boolean setWalkAnime(walkAnime: boolean): void hasStepAnime(): boolean setStepAnime(stepAnime: boolean): void isDirectionFixed(): boolean setDirectionFix(directionFix: boolean): void isThrough(): boolean setThrough(through: boolean): void isTransparent(): boolean bushDepth(): number setTransparent(transparent: boolean): void startAnimation(): void startBalloon(): void isAnimationPlaying(): boolean isBalloonPlaying(): boolean endAnimation(): void endBalloon(): void }