/** * @author Richard Davey * @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; }