phaser/v3/typings/textures/Texture.d.ts

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2017-01-16 21:43:07 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
import Frame from './Frame';
import TextureSource from './TextureSource';
import TextureManager from './TextureManager';
/**
* A Texture consists of a source, usually an Image from the Cache, or a Canvas, and a collection
* of Frames. The Frames represent the different areas of the Texture. For example a texture atlas
* may have many Frames, one for each element within the atlas. Where-as a single image would have
* just one frame, that encompasses the whole image.
*
* Textures are managed by the global TextureManager. This is a singleton class that is
* responsible for creating and delivering Textures and their corresponding Frames to Game Objects.
*
* Sprites and other Game Objects get the texture data they need from the TextureManager.
*
* @class Phaser.Texture
* @constructor
* @param {object} source
* @param {number} scaleMode
*/
export default class Texture {
manager: any;
source: TextureSource[];
frames: any;
frameTotal: any;
key: any;
constructor(manager: TextureManager, key: any, source: any);
add(name: any, sourceIndex: any, x: any, y: any, width: any, height: any): Frame;
get(name: any): any;
setTextureIndex(index: any): any;
/**
* Destroys this base texture
*
* @method destroy
*/
destroy(): void;
}