Sprite

open external class Sprite(SpriteConfig: SpriteConfig) : Shape

Constructors

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fun Sprite(SpriteConfig: SpriteConfig)

Functions

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open fun addName(name: String): Node
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open fun animation(): String
open fun animation(val: String): Sprite
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open fun animations(): Any
open fun animations(val: Any): Sprite
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open fun blue(): Number
open fun blue(blue: Number): Node
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open fun blurRadius(): Number
open fun blurRadius(radius: Number): Node
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open fun brightness(): Number
open fun brightness(brightness: Number): Node
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open fun cache(config: CacheConfig? = definedExternally): Node
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open fun clear(bounds: ClearConfig? = definedExternally): Node
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open fun clearCache(): Node
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open fun clone(attrs: NodeConfig? = definedExternally): Node
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open fun contrast(): Number
open fun contrast(contrast: Number): Node
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open fun dash(): Array<Number>
open fun dash(dash: Array<Number>): Shape
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open fun dashEnabled(): Boolean
open fun dashEnabled(dashEnabled: Boolean): Shape
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open fun destroy()
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open fun dragBoundFunc(): (pos: Vector2d) -> Vector2d
open fun dragBoundFunc(dragBoundFunc: (pos: Vector2d) -> Vector2d): Node
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open fun draggable(): Boolean
open fun draggable(draggable: Boolean): Node
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open fun draw(): Node
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open fun drawHitFromCache(alphaThreshold: Number): Shape
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open fun embossBlend(): Boolean
open fun embossBlend(embossBlend: Boolean): Node
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open fun embossDirection(): String
open fun embossDirection(embossDirection: String): Node
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open fun embossStrength(): Number
open fun embossStrength(level: Number): Node
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open fun embossWhiteLevel(): Number
open fun embossWhiteLevel(embossWhiteLevel: Number): Node
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open fun enhance(): Number
open fun enhance(enhance: Number): Node
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open fun fill(): String
open fun fill(fill: String): Shape
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open fun fillEnabled(): Boolean
open fun fillEnabled(fillEnabled: Boolean): Shape
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open fun fillLinearGradientColorStops(): Array<dynamic>
open fun fillLinearGradientColorStops(colors: Array<dynamic>): Shape
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open fun fillLinearGradientEndPoint(): Vector2d
open fun fillLinearGradientEndPoint(point: Vector2d): Shape
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open fun fillLinearGradientEndPointX(): Number
open fun fillLinearGradientEndPointX(x: Number): Shape
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open fun fillLinearGradientEndPointY(): Number
open fun fillLinearGradientEndPointY(y: Number): Shape
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open fun fillLinearGradientStartPoint(): Vector2d
open fun fillLinearGradientStartPoint(point: Vector2d): Vector2d
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open fun fillLinearGradientStartPointX(): Number
open fun fillLinearGradientStartPointX(x: Number): Shape
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open fun fillLinearGradientStartPointY(): Number
open fun fillLinearGradientStartPointY(y: Number): Shape
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open fun fillLinearRadialEndPoint(): Vector2d
open fun fillLinearRadialEndPoint(point: Vector2d): Vector2d
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open fun fillLinearRadialEndPointX(): Number
open fun fillLinearRadialEndPointX(x: Number): Shape
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open fun fillLinearRadialEndPointY(): Number
open fun fillLinearRadialEndPointY(y: Number): Shape
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open fun fillLinearRadialStartPoint(): Vector2d
open fun fillLinearRadialStartPoint(point: Vector2d): Shape
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open fun fillLinearRadialStartPointX(): Number
open fun fillLinearRadialStartPointX(x: Number): Shape
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open fun fillLinearRadialStartPointY(): Number
open fun fillLinearRadialStartPointY(y: Number): Shape
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open fun fillPatternImage(): HTMLImageElement
open fun fillPatternImage(image: HTMLImageElement): Shape
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open fun fillPatternOffset(): Vector2d
open fun fillPatternOffset(offset: Vector2d): Shape
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open fun fillPatternOffsetX(): Number
open fun fillPatternOffsetX(x: Number): Shape
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open fun fillPatternOffsetY(): Number
open fun fillPatternOffsetY(y: Number): Shape
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open fun fillPatternRepeat(): String
open fun fillPatternRepeat(repeat: String): Shape
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open fun fillPatternRotation(): Number
open fun fillPatternRotation(rotation: Number): Shape
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open fun fillPatternScale(): Vector2d
open fun fillPatternScale(scale: Vector2d): Shape
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open fun fillPatternScaleX(): Number
open fun fillPatternScaleX(x: Number): Shape
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open fun fillPatternScaleY(): Number
open fun fillPatternScaleY(y: Number): Shape
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open fun fillPatternX(): Number
open fun fillPatternX(x: Number): Number
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open fun fillPatternY(): Number
open fun fillPatternY(y: Number): Shape
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open fun fillPriority(): String
open fun fillPriority(priority: String): Shape
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open fun fillRadialGradientColorStops(): Array<dynamic>
open fun fillRadialGradientColorStops(color: Array<dynamic>): Shape
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open fun fillRadialGradientEndRadius(): Number
open fun fillRadialGradientEndRadius(radius: Number): Shape
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open fun fillRadialGradientStartRadius(): Number
open fun fillRadialGradientStartRadius(radius: Number): Shape
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open fun filters(): Array<Filter>
open fun filters(filters: Filter): Node
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open fun findAncestor(    selector: String? = definedExternally,     includeSelf: Boolean? = definedExternally,     stopNode: Node? = definedExternally): Node
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open fun findAncestors(    selector: String? = definedExternally,     includeSelf: Boolean? = definedExternally,     stopNode: Node? = definedExternally): Array<Node>
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open fun fire(    eventType: String,     evt: Any? = definedExternally,     bubble: Boolean? = definedExternally): Node
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open fun frameIndex(): Number
open fun frameIndex(val: Number): Sprite
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open fun frameRate(): Number
open fun frameRate(frameRate: Number): Sprite
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open fun getAbsoluteOpacity(): Number
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open fun getAbsolutePosition(): Vector2d
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open fun getAbsoluteTransform(): Transform
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open fun getAbsoluteZIndex(): Number
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open fun getAncestors(): Collection
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open fun getAttr(attr: String): Any
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open fun getAttrs(): NodeConfig
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open fun getCanvas(): Canvas
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open fun getClassName(): String
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open fun getClientRect(): SizeConfig
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open fun getContext(): Context
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open fun getDepth(): Number
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open fun getHeight(): Number
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open fun getHitCanvas(): Canvas
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open fun getLayer(): Layer
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open fun getParent(): Container
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open fun getPosition(): Vector2d
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open fun getSize(): T$0
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open fun getStage(): Stage
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open fun getTransform(): Transform
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open fun getType(): String
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open fun getWidth(): Number
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open fun getZIndex(): Number
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open fun globalCompositeOperation(): dynamic
open fun globalCompositeOperation(type: dynamic): Node
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open fun green(): Number
open fun green(green: Number): Node
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open fun hasFill(): Boolean
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open fun hasName(name: String): Boolean
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open fun hasShadow(): Boolean
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open fun hasStroke(): Boolean
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open fun height(): Number
open fun height(height: Number): Node
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open fun hide()
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open fun hitFunc(): Function<*>
open fun hitFunc(func: Function<*>): Shape
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open fun hue(): Number
open fun hue(hue: Number): Node
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open fun id(): String
open fun id(id: String): Node
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open fun image(): HTMLImageElement
open fun image(image: HTMLImageElement): Sprite
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open fun intersects(point: Vector2d): Boolean
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open fun isDragging(): Boolean
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open fun isListening(): Boolean
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open fun isVisible(): Boolean
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open fun kaleidoscopeAngle(): Number
open fun kaleidoscopeAngle(kaleidoscopeAngle: Number): Node
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open fun kaleidoscopePower(): Number
open fun kaleidoscopePower(kaleidoscopePower: Number): Node
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open fun levels(): Number
open fun levels(levels: Number): Node
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open fun lineCap(): String
open fun lineCap(lineCap: String): Shape
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open fun lineJoin(): String
open fun lineJoin(lineJoin: String): Shape
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open fun listening(): Any
open fun listening(listening: Boolean): Node
open fun listening(listening: String): Node
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open fun move(move: Vector2d): Node
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open fun moveDown(): Boolean
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open fun moveTo(newContainer: Container): Node
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open fun moveToBottom(): Boolean
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open fun moveToTop(): Boolean
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open fun moveUp(): Boolean
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open fun name(): String
open fun name(name: String): Node
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open fun noise(): Number
open fun noise(noise: Number): Node
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open fun off(evtStr: String): Node
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open fun offset(): Vector2d
open fun offset(offset: Vector2d): Node
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open fun offsetX(): Number
open fun offsetX(offsetX: Number): Node
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open fun offsetY(): Number
open fun offsetY(offsetY: Number): Node
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open fun on(evtStr: String, handler: (e: T$1) -> Unit): Node
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open fun opacity(): Number
open fun opacity(opacity: Number): Node
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open fun perfectDrawEnabled(): Boolean
open fun perfectDrawEnabled(perfectDrawEnabled: Boolean): Shape
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open fun pixelSize(): Number
open fun pixelSize(pixelSize: Number): Node
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open fun position(): Vector2d
open fun position(position: Vector2d): Node
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open fun preventDefault(): Boolean
open fun preventDefault(preventDefault: Boolean): Node
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open fun red(): Number
open fun red(red: Number): Node
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open fun remove(): Node
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open fun removeName(name: String): Node
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open fun rotate(theta: Number): Node
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open fun rotation(): Number
open fun rotation(rotation: Number): Node
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open fun saturation(): Number
open fun saturation(saturation: Number): Node
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open fun scale(): Vector2d
open fun scale(scale: Vector2d): Node
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open fun scaleX(): Number
open fun scaleX(scaleX: Number): Node
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open fun scaleY(): Number
open fun scaleY(scaleY: Number): Node
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open fun sceneFunc(): Function<*>
open fun sceneFunc(func: (con: Context) -> Any): Shape
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open fun setAbsolutePosition(pos: Vector2d): Node
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open fun setAttr(attr: String, val: Any): Node
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open fun setAttrs(attrs: NodeConfig)
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open fun setId(id: String): Node
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open fun setSize(size: T$0): Node
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open fun setZIndex(zIndex: Number)
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open fun shadowBlur(): Number
open fun shadowBlur(blur: Number): Shape
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open fun shadowColor(): String
open fun shadowColor(shadowColor: String): Shape
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open fun shadowEnabled(): Boolean
open fun shadowEnabled(shadowEnabled: Boolean): Shape
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open fun shadowForStrokeEnabled(): Boolean
open fun shadowForStrokeEnabled(shadowForStrokeEnabled: Boolean): Shape
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open fun shadowOffset(): Vector2d
open fun shadowOffset(shadowOffset: Vector2d): Shape
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open fun shadowOffsetX(): Number
open fun shadowOffsetX(shadowOffsetX: Number): Shape
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open fun shadowOffsetY(): Number
open fun shadowOffsetY(shadowOffsetY: Number): Shape
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open fun shadowOpacity(): Number
open fun shadowOpacity(shadowOpacity: Number): Shape
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open fun shouldDrawHit(): Boolean
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open fun show(): Node
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open fun skew(): Vector2d
open fun skew(skew: Vector2d): Node
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open fun skewX(): Number
open fun skewX(skewX: Number): Node
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open fun skewY(): Number
open fun skewY(skewY: Number): Node
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open fun start()
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open fun startDrag()
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open fun stop()
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open fun stopDrag()
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open fun stroke(): String
open fun stroke(stroke: String): Shape
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open fun strokeEnabled(): Boolean
open fun strokeEnabled(strokeEnabled: Boolean): Shape
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open fun strokeHitEnabled(): Boolean
open fun strokeHitEnabled(strokeHitEnabled: Boolean): Shape
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open fun strokeScaleEnabled(): Boolean
open fun strokeScaleEnabled(strokeScaleEnabled: Boolean): Shape
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open fun strokeWidth(): Number
open fun strokeWidth(strokeWidth: Number): Shape
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open fun threshold(): Number
open fun threshold(threshold: Number): Node
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open fun to(params: Any)
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open fun toDataURL(config: ToDataURLConfig): String
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open fun toImage(config: ToDataURLConfig): HTMLImageElement
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open fun toJSON(): String
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open fun toObject(): Any
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open fun transformsEnabled(): String
open fun transformsEnabled(transformsEnabled: String): Node
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open fun value(): Number
open fun value(value: Number): Node
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open fun visible(): Any
open fun visible(visible: Boolean): Node
open fun visible(visible: String): Node
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open fun width(): Number
open fun width(width: Number): Node
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open fun x(): Number
open fun x(x: Number): Node
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open fun y(): Number
open fun y(y: Number): Node