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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Blitter = require('./Blitter'); var GameObjectFactory = require('../GameObjectFactory'); /** * Creates a new Blitter Game Object and adds it to the Scene. * * A Blitter is a special, highly optimized Game Object designed for rendering large numbers of * identical or similar images with minimal overhead. Rather than creating individual Game Objects * for each image, a Blitter manages a collection of lightweight `Bob` objects, all sharing the * same texture. This makes it ideal for particle-like effects, crowds, bullet patterns, or any * scenario where you need to display many copies of the same sprite at high performance. * * Note: This method will only be available if the Blitter Game Object has been built into Phaser. * * @method Phaser.GameObjects.GameObjectFactory#blitter * @since 3.0.0 * * @param {number} x - The x position of the Game Object. * @param {number} y - The y position of the Game Object. * @param {(string|Phaser.Textures.Texture)} texture - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|number)} [frame] - The default Frame children of the Blitter will use. * * @return {Phaser.GameObjects.Blitter} The Game Object that was created. */ GameObjectFactory.register('blitter', function (x, y, texture, frame) { return this.displayList.add(new Blitter(this.scene, x, y, texture, frame)); }); // When registering a factory function 'this' refers to the GameObjectFactory context. // // There are several properties available to use: // // this.scene - a reference to the Scene that owns the GameObjectFactory // this.displayList - a reference to the Display List the Scene owns // this.updateList - a reference to the Update List the Scene owns