new SpriteBatch(game, parent, name, addToStage)
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.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
game | Phaser.Game | A reference to the currently running game. | ||
parent | Phaser.Group | Phaser.Sprite | null | The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If | ||
name | string | <optional> | group | A name for this Group. Not used internally but useful for debugging. |
addToStage | boolean | <optional> | false | If set to true this Group will be added directly to the Game.Stage instead of Game.World. |
- Source code: gameobjects/SpriteBatch.js (Line 23)
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