Phaser.Renderer.WebGL.GameObjects.Sprite = { TYPES: [ Phaser.GameObject.Sprite.prototype ], render: function (renderer, src) { var frame = src.frame; var alpha = src.color.worldAlpha * 255 << 24; // Skip rendering? if (src.skipRender || !src.visible || alpha === 0 || !frame.cutWidth || !frame.cutHeight) { return; } var verts = src.transform.glVertextData; var index = src.frame.source.glTextureIndex; var tint = src.color._glTint; var bg = src.color._glBg; renderer.batch.add(frame.source, src.blendMode, verts, frame.uvs, index, alpha, tint, bg); // Render children for (var i = 0; i < src.children.length; i++) { var child = src.children[i]; child.render(renderer, child); } } };