/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ Phaser.GameObject.SpriteBatch.FACTORY_KEY = 'spriteBatch'; /** * A SpriteBatch is a really fast version of a Phaser Group built solely for speed. * Use when you need a lot of sprites or particles all sharing the same texture. * The speed gains are specifically for WebGL. In Canvas mode you won't see any real difference. * * @method Phaser.GameObject.Factory#spriteBatch * @param {Phaser.Group|null} parent - The parent Group that will hold this Sprite Batch. Set to `undefined` or `null` to add directly to game.world. * @param {string} [name='group'] - A name for this Sprite Batch. Not used internally but useful for debugging. * @param {boolean} [addToStage=false] - If set to true this Sprite Batch will be added directly to the Game.Stage instead of the parent. * @return {Phaser.SpriteBatch} The newly created Sprite Batch. */ Phaser.GameObject.SpriteBatch.FACTORY_ADD = function (parent, name, addToStage) { if (parent === undefined) { parent = null; } if (name === undefined) { name = 'group'; } if (addToStage === undefined) { addToStage = false; } return new Phaser.GameObject.SpriteBatch(this.game, parent, name, addToStage); }; /** * A SpriteBatch is a really fast version of a Phaser Group built solely for speed. * Use when you need a lot of sprites or particles all sharing the same texture. * The speed gains are specifically for WebGL. In Canvas mode you won't see any real difference. * * @method Phaser.GameObject.Factory#spriteBatch * @param {Phaser.Group|null} parent - The parent Group that will hold this Sprite Batch. Set to `undefined` or `null` to add directly to game.world. * @param {string} [name='group'] - A name for this Sprite Batch. Not used internally but useful for debugging. * @param {boolean} [addToStage=false] - If set to true this Sprite Batch will be added directly to the Game.Stage instead of the parent. * @return {Phaser.SpriteBatch} The newly created Sprite Batch. */ Phaser.GameObject.SpriteBatch.FACTORY_MAKE = function (parent, name) { if (parent === undefined) { parent = null; } if (name === undefined) { name = 'group'; } return new Phaser.GameObject.SpriteBatch(this.game, parent, name); };