/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The SpriteBatch class is a really fast version of the DisplayObjectContainer built purely for speed, so use when you need a lot of sprites or particles. * It's worth mentioning that by default sprite batches are used through-out the renderer, so you only really need to use a SpriteBatch if you have over * 1000 sprites that all share the same texture (or texture atlas). It's also useful if running in Canvas mode and you have a lot of un-rotated or un-scaled * Sprites as it skips all of the Canvas setTransform calls, which helps performance, especially on mobile devices. * * Please note that any Sprite that is part of a SpriteBatch will not have its bounds updated, so will fail checks such as outOfBounds. * * @class Phaser.SpriteBatch * @extends Phaser.Group * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {Phaser.Group|Phaser.Sprite|null} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If `undefined` or `null` it will use game.world. * @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging. * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World. */ Phaser.SpriteBatch = function (game, parent, name, addToStage) { if (parent === undefined || parent === null) { parent = game.world; } PIXI.SpriteBatch.call(this); Phaser.Group.call(this, game, parent, name, addToStage); /** * @property {number} type - Internal Phaser Type value. * @protected */ this.type = Phaser.SPRITEBATCH; }; Phaser.SpriteBatch.prototype = Phaser.Utils.extend(true, Phaser.SpriteBatch.prototype, PIXI.SpriteBatch.prototype, Phaser.Group.prototype); Phaser.SpriteBatch.prototype.constructor = Phaser.SpriteBatch;