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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 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;