phaser
Version:
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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JavaScript
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BlendModes = require('../../renderer/BlendModes');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var SpriteGPULayer = require('./SpriteGPULayer');
/**
* Creates a new SpriteGPULayer Game Object and returns it.
*
* Note: This method will only be available if the SpriteGPULayer Game Object
* has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#spriteGPULayer
* @since 4.0.0
*
* @param {Phaser.Types.GameObjects.SpriteGPULayer.SpriteGPULayerConfig} config - The configuration object this Game Object will use to create itself. The `size` property sets the maximum number of sprites the layer can hold, and defaults to 1 if not specified.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
*
* @return {Phaser.GameObjects.SpriteGPULayer} The Game Object that was created.
*/
GameObjectCreator.register('spriteGPULayer', function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var size = GetAdvancedValue(config, 'size', 1);
var gpuLayer = new SpriteGPULayer(this.scene, key, size);
if (addToScene !== undefined)
{
config.add = addToScene;
}
// Alpha
gpuLayer.alpha = GetAdvancedValue(config, 'alpha', 1);
// Blend Mode
gpuLayer.blendMode = GetAdvancedValue(config, 'blendMode', BlendModes.NORMAL);
// Visible
gpuLayer.visible = GetAdvancedValue(config, 'visible', true);
if (addToScene)
{
this.scene.sys.displayList.add(gpuLayer);
}
return gpuLayer;
});
// When registering a factory function 'this' refers to the GameObjectCreator context.