/// <reference types="isaac-typescript-definitions" />
/// <reference types="isaac-typescript-definitions" />
/// <reference types="isaac-typescript-definitions" />
/**
 * Helper function to clear all layers or specific layers from a sprite without unloading the
 * attached anm2 file.
 *
 * This function is variadic, which means you can pass as many layer IDs as you want to clear. If no
 * specific layers are passed, the function will clear every layer.
 *
 * If you want to clear all of the layers of a sprite and don't care about unloading the attached
 * anm2 file, then use the `Sprite.Reset` method instead.
 *
 * Since there is no official API method to clear specific layers from a sprite, we work around it
 * by setting the spritesheet to a transparent PNG file corresponding to the `EMPTY_PNG_PATH`
 * constant.
 *
 * This function will still work identically if PNG file does not exist, but it will cause a
 * spurious error to appear in the "log.txt" file. If silencing these errors is desired, you can
 * create a transparent 1 pixel PNG file in your mod's resources folder at `EMPTY_PNG_PATH`.
 *
 * @allowEmptyVariadic
 */
export declare function clearSprite(sprite: Sprite, ...layerIDs: readonly int[]): void;
/**
 * Helper function that returns the number of the final frame in a particular animation for a
 * sprite. By default, it will use the currently playing animation, but you can also specify a
 * specific animation to check.
 *
 * Note that this function is bugged with the Stop Watch or the Broken Watch, since using the
 * `Sprite.SetFrame` method will reset the internal accumulator used to slow down the playback speed
 * of the animation. (The `PlaybackSpeed` field of the sprite is not used.) Thus, it is only safe to
 * use this function on animations that are not slowed down by Stop Watch or Broken Watch, such as
 * player animations.
 */
export declare function getLastFrameOfAnimation(sprite: Sprite, animation?: string): int;
/**
 * Helper function to load a new sprite and play its default animation.
 *
 * @param anm2Path The path to the "anm2" file that should be loaded.
 * @param pngPath Optional. The path to a custom PNG file that should be loaded on layer 0 of the
 *                sprite.
 */
export declare function newSprite(anm2Path: string, pngPath?: string): Sprite;
/**
 * Helper function to keep a sprite's color the same values as it already is but set the opacity to
 * a specific value.
 *
 * @param sprite The sprite to set.
 * @param alpha A value between 0 and 1 that represents the fade amount.
 */
export declare function setSpriteOpacity(sprite: Sprite, alpha: float): void;
/**
 * Helper function to check if two sprite layers have the same sprite sheet by using the
 * `Sprite.GetTexel` method.
 *
 * Since checking every single texel in the entire sprite is very expensive, this function requires
 * that you provide a range of specific texels to check.
 */
export declare function spriteEquals(sprite1: Sprite, sprite2: Sprite, layerID: int, xStart: int, xFinish: int, xIncrement: int, yStart: int, yFinish: int, yIncrement: int): boolean;
/** Helper function to check if two texels on a sprite are equivalent to each other. */
export declare function texelEquals(sprite1: Sprite, sprite2: Sprite, position: Vector, layerID: int): boolean;
//# sourceMappingURL=sprites.d.ts.map