Phaser Source: src/gameobjects/SpriteBatch.js

# Source: src/gameobjects/SpriteBatch.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * The SpriteBatch class is a really fast version of the DisplayObjectContainer built purely for speed, so use when you need a lot of sprites or particles.
    * It's worth mentioning that by default sprite batches are used through-out the renderer, so you only really need to use a SpriteBatch if you have over
    * 1000 sprites that all share the same texture (or texture atlas). It's also useful if running in Canvas mode and you have a lot of un-rotated or un-scaled
    * Sprites as it skips all of the Canvas setTransform calls, which helps performance, especially on mobile devices.
    *
    * Please note that any Sprite that is part of a SpriteBatch will not have its bounds updated, so will fail checks such as outOfBounds.
    *
    * @class Phaser.SpriteBatch
    * @extends Phaser.Group
    * @constructor
    * @param {Phaser.Game} game - A reference to the currently running game.
    * @param {Phaser.Group|Phaser.Sprite|null} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If `undefined` or `null` it will use game.world.
    * @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
    * @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
    */
    Phaser.SpriteBatch = function (game, parent, name, addToStage) {

        if (parent === undefined || parent === null) { parent = game.world; }

        PIXI.SpriteBatch.call(this);

        Phaser.Group.call(this, game, parent, name, addToStage);

        /**
        * @property {number} type - Internal Phaser Type value.
        * @protected
        */
        this.type = Phaser.SPRITEBATCH;

    };

    Phaser.SpriteBatch.prototype = Phaser.Utils.extend(true, Phaser.SpriteBatch.prototype, PIXI.SpriteBatch.prototype, Phaser.Group.prototype);

    Phaser.SpriteBatch.prototype.constructor = Phaser.SpriteBatch;