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https://github.com/wassname/phaser.git
synced 2026-07-24 13:10:53 +08:00
SpriteBatch converted. It's an extended Group and Batch merged and works amazingly :) Ported over the maggots demo to test and wow!
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@@ -109,6 +109,24 @@ Phaser.GameObjectFactory.prototype = {
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},
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/**
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* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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*
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* @method Phaser.GameObjectFactory#spriteBatch
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* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
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* @return {Phaser.Group} The newly created group.
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*/
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spriteBatch: function (parent, name, addToStage) {
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if (typeof name === 'undefined') { name = 'group'; }
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if (typeof addToStage === 'undefined') { addToStage = false; }
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return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
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},
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/**
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* Creates a new Sound object.
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*
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@@ -0,0 +1,35 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser SpriteBatch constructor.
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* @class Phaser.SpriteBatch
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* @classdesc A Group is a container for display objects that allows for fast pooling and object recycling. Groups can be nested within other Groups and have their own local transforms.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Phaser.Group|Phaser.Sprite} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined or null it will use game.world.
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* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
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* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
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*/
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Phaser.SpriteBatch = function (game, parent, name, addToStage) {
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PIXI.SpriteBatch.call(this);
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Phaser.Group.call(this, game, parent, name, addToStage);
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/**
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* @property {number} type - Internal Phaser Type value.
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* @protected
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*/
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this.type = Phaser.SPRITEBATCH;
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};
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// Phaser.SpriteBatch.prototype = Object.create(Phaser.Group.prototype);
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Phaser.SpriteBatch.prototype = Phaser.Utils.extend(true, Phaser.SpriteBatch.prototype, Phaser.Group.prototype, PIXI.SpriteBatch.prototype);
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Phaser.SpriteBatch.prototype.constructor = Phaser.SpriteBatch;
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