phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
40 lines (36 loc) • 1.8 kB
JavaScript
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var SpriteGPULayer = require('./SpriteGPULayer');
var GameObjectFactory = require('../GameObjectFactory');
/**
* Creates a new SpriteGPULayer Game Object and adds it to the Scene.
*
* A SpriteGPULayer is a high-performance batch renderer that draws a collection
* of sprites sharing the same texture in a single GPU draw call. Use it when you
* need to render many instances of the same sprite with minimal draw call overhead,
* such as for particle-like effects, tilemaps, or large crowds of identical objects.
*
* Note: This method will only be available if the SpriteGPULayer Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectFactory#spriteGPULayer
* @since 4.0.0
*
* @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 {number} [size] - The maximum number of sprites the SpriteGPULayer can render in a single batch. Default 1.
*
* @return {Phaser.GameObjects.SpriteGPULayer} The Game Object that was created.
*/
GameObjectFactory.register('spriteGPULayer', function (texture, size)
{
return this.displayList.add(new SpriteGPULayer(this.scene, texture, size));
});
// 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