import Texture from './Texture'; /** * 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. * * Access it via `state.textures`. * * @class Phaser.TextureManager * @constructor */ export default class TextureManager { list: any; constructor(); addImage(key: any, source: any): Texture; addCanvas(key: any, source: any): Texture; addAtlas(key: any, source: any, data: any): Texture; addAtlasJSONArray(key: any, source: any, data: any): Texture; addAtlasJSONHash(key: any, source: any, data: any): Texture; addSpriteSheet(key: any, source: any, frameWidth: any, frameHeight: any, startFrame: any, endFrame: any, margin: any, spacing: any): Texture; addSpriteSheetFromAtlas(key: any, atlasKey: any, atlasFrame: any, frameWidth: any, frameHeight: any, startFrame: any, endFrame: any, margin: any, spacing: any): Texture; addAtlasStarlingXML(key: any, source: any, data: any): Texture; addAtlasPyxel(key: any, source: any, data: any): Texture; create(key: any, source: any): Texture; exists(key: any): any; get(key: any): any; cloneFrame(key: any, frame: any): any; getFrame(key: any, frame: any): any; setTexture(gameObject: any, key: any, frame: any): any; /** * Passes all Textures to the given callback. * * @method each * @param {function} callback - The function to call. * @param {object} [thisArg] - Value to use as `this` when executing callback. * @param {...*} [arguments] - Additional arguments that will be passed to the callback, after the child. */ each(callback: any, thisArg: any): void; }