/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.Blitter = function (state, parent) { Phaser.GameObject.call(this, state, 0, 0, null, null, parent); this.type = Phaser.BLITTER; this.children = new Phaser.Component.Children(this); }; Phaser.GameObject.Blitter.prototype = Object.create(Phaser.GameObject.prototype); Phaser.GameObject.Blitter.prototype.constructor = Phaser.GameObject.Blitter; Phaser.GameObject.Blitter.prototype.preUpdate = function () { if (this.parent) { this.color.worldAlpha = this.parent.color.worldAlpha; } }; Phaser.GameObject.Blitter.prototype.create = function (frame, x, y, visible, index) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (visible === undefined) { visible = true; } if (index === undefined) { index = 0; } var bob = new Phaser.GameObject.Blitter.Bob(this, frame, x, y, visible); this.children.addAt(bob, index, true); return bob; }; Phaser.GameObject.Blitter.prototype.createMultiple = function (quantity, frame, visible) { if (visible === undefined) { visible = true; } if (!Array.isArray(frame)) { frame = [ frame ]; } var bobs = []; for (var f = 0; f < frame.length; f++) { for (var i = 0; i < quantity; i++) { bobs.push(this.create(frame[f], 0, 0, visible)); } } return bobs; };