/// /// declare class SpineGameObject extends Phaser.GameObjects.GameObject implements Omit, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible { constructor(scene: Phaser.Scene, pluginManager: SpinePlugin, x: number, y: number, key?: string, animationName?: string, loop?: boolean); alpha: number; angle: number; readonly blendMode: number; blue: number; bounds: any; displayOriginX: number; displayOriginY: number; drawDebug: boolean; depth: number; displayWidth: number; displayHeight: number; flipX: boolean; flipY: boolean; green: number; height: number; plugin: SpinePlugin; preMultipliedAlpha: boolean; red: number; root: spine.Bone; rotation: number; scale: number; scaleX: number scaleY: number scrollFactorX: number; scrollFactorY: number; skeleton: spine.Skeleton; skeletonData: spine.SkeletonData; // @ts-ignore - spine.AnimationState significantly different than GameObject.state state: spine.AnimationState; stateData: spine.AnimationStateData; timeScale: number; visible: boolean; x: number; y: number; z: number; w: number; width: number; addAnimation(trackIndex: number, animationName: string, loop?: boolean, delay?: number): spine.TrackEntry; angleBoneToXY(bone: spine.Bone, worldX: number, worldY: number, offset?: number, minAngle?: number, maxAngle?: number): SpineGameObject; clearTrack(trackIndex: number): SpineGameObject; clearTracks(): SpineGameObject; findAnimation(animationName: string): spine.Animation; findBone(boneName: string): spine.Bone; findBoneIndex(boneName: string): number; findEvent(eventDataName: string): spine.EventData; findIkConstraint(constraintName: string): spine.IkConstraintData; findPathConstraint(constraintName: string): spine.PathConstraintData; findPathConstraintIndex(constraintName: string): number; findSkin(skinName: string): spine.Skin; findSlot(slotName: string): spine.Slot; findSlotIndex(slotName: string): number; findTransformConstraint(constraintName: string): spine.TransformConstraintData; getAnimationList(): string[]; getAttachment(slotIndex: number, attachmentName: string): spine.Attachment; getAttachmentByName(slotName: string, attachmentName: string): spine.Attachment; getBoneList(): string[]; getBounds(): any; getCurrentAnimation(trackIndex?: number): spine.Animation; getLocalTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; getParentRotation(): number; getRootBone(): spine.Bone; getSkinList(): string[]; getSlotList(): string[]; getWorldTransformMatrix(tempMatrix?: Phaser.GameObjects.Components.TransformMatrix, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): Phaser.GameObjects.Components.TransformMatrix; play(animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): SpineGameObject; protected preUpdate(time: number, delta: number): void; protected preDestroy(): void; refresh(): SpineGameObject; resetFlip(): this; setAlpha(value?: number): SpineGameObject; setAngle(degrees?: number): this; setAnimation(trackIndex: number, animationName: string, loop?: boolean, ignoreIfPlaying?: boolean): spine.TrackEntry; setAttachment(slotName: string, attachmentName: string): SpineGameObject; setBonesToSetupPose(): SpineGameObject; setColor(color?: number, slotName?: string): SpineGameObject; setDepth(value: number): this; setDisplaySize(width: number, height: number): this; setEmptyAnimation(trackIndex: number, mixDuration?: number): spine.TrackEntry; setFlipX(value: boolean): this; setFlipY(value: boolean): this; setFlip(x: boolean, y: boolean): this; setMix(fromName: string, toName: string, duration?: number): SpineGameObject; setOffset(offsetX?: number, offsetY?: number): SpineGameObject; setPosition(x?: number, y?: number, z?: number, w?: number): this; setRandomPosition(x?: number, y?: number, width?: number, height?: number): this; setRotation(radians?: number): this; setScale(x: number, y?: number): this; setScrollFactor(x: number, y?: number): this; setSize(width?: number, height?: number, offsetX?: number, offsetY?: number): SpineGameObject; setSkeleton(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject; setSkeletonFromJSON(atlasDataKey: string, skeletonJSON: object, animationName?: string, loop?: boolean): SpineGameObject; setSkin(newSkin: spine.Skin): SpineGameObject; setSkinByName(skinName: string): SpineGameObject; setSlotsToSetupPose(): SpineGameObject; setToSetupPose(): SpineGameObject; setVisible(value: boolean): this; setX(value?: number): this; setY(value?: number): this; setZ(value?: number): this; setW(value?: number): this; toggleFlipX(): this; toggleFlipY(): this; updateSize(): SpineGameObject; willRender(): boolean; } declare interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig { key?: string; animationName?: string; loop?: boolean; skinName?: string; slotName?: string; attachmentName?: string; }