Phaser.Renderer.WebGL.GameObjects.Blitter = { TYPES: [ Phaser.GameObject.Blitter.prototype ], render: function (renderer, src, interpolationPercentage) { var blitterAlpha = src.color.worldAlpha * 255 << 24; // Skip rendering? if (src.skipRender || !src.visible || blitterAlpha === 0 || src.children.list.length === 0) { return; } var bg = src.color._glBg; var tint = src.color._glTint; var worldAlpha = src.color._worldAlpha; // Render children for (var i = 0; i < src.children.list.length; i++) { var bob = src.children.list[i]; var frame = bob.frame; var alpha = (worldAlpha * bob.alpha) * 255 << 24; if (!bob.visible || alpha === 0 || !frame.cutWidth || !frame.cutHeight) { continue; } var index = frame.source.glTextureIndex; var verts = bob.transform.getVertexData(interpolationPercentage); // tint and bg values come from the parent Blitter object, not the Bob renderer.batch.add(frame.source, src.blendMode, verts, frame.uvs, index, alpha, tint, bg); } } };