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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JavaScript
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Map = require('../../../../structs/Map');
/**
* A Map defining the default render nodes used by TileSprite Game Objects in the WebGL renderer.
*
* Each entry maps a node role name to the string identifier of the render node class
* responsible for that role. These nodes work together in the render pipeline to
* process and draw a TileSprite:
*
* - `Submitter`: Submits the TileSprite geometry to the batch for drawing (`SubmitterTileSprite`).
* - `BatchHandler`: Manages the WebGL batch that accumulates TileSprite draw calls (`BatchHandlerTileSprite`).
* - `Transformer`: Computes the world transform matrix for the TileSprite (`TransformerTileSprite`).
* - `Texturer`: Resolves and applies the scrolling texture coordinates for the TileSprite (`TexturerTileSprite`).
*
* This map is used when constructing the render node graph for a TileSprite, ensuring
* each role is fulfilled by an appropriate default implementation unless overridden.
*
* @name Phaser.Renderer.WebGL.RenderNodes.Defaults.DefaultTileSpriteNodes
* @type {Phaser.Structs.Map.<string, string>}
* @since 3.90.0
*/
var DefaultTileSpriteNodes = new Map([
[ 'Submitter', 'SubmitterTileSprite' ],
[ 'BatchHandler', 'BatchHandlerTileSprite' ],
[ 'Transformer', 'TransformerTileSprite' ],
[ 'Texturer', 'TexturerTileSprite' ]
]);
module.exports = DefaultTileSpriteNodes;