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Removed dead code from Blitter
1 parent cbeee62 commit 8262b4e

2 files changed

Lines changed: 3 additions & 54 deletions

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v3/src/gameobjects/blitter/Blitter.js

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@@ -138,54 +138,3 @@ var Blitter = new Class({
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});
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module.exports = Blitter;
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// var CONST = require('../../const');
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// var GameObject = require('../GameObject');
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// var Children = require('../../components/Children');
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/**
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* A Blitter Game Object.
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*
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* The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects.
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* These objects can be thought of as just texture frames with a position and nothing more.
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* Bobs don't have any update methods, or the ability to have children, or any kind of special effects.
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* They are essentially just super-fast texture frame renderers, and the Blitter object creates and manages them.
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*
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* @class Blitter
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* @extends Phaser.GameObject
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {string} [key] - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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* @param {string|number} [frame] - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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var Blitter = function (state, x, y, key, frame)
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{
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var _texture = state.sys.textures.get(key);
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var _frame = _texture.get(frame);
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GameObject.call(this, state, x, y, _texture, _frame);
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this.type = CONST.BLITTER;
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this.children = new Children(this);
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this.renderList = [];
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this.dirty = false;
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};
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Blitter.prototype = Object.create(GameObject.prototype);
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Blitter.prototype.constructor = Blitter;
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Blitter.prototype.renderCanvas = require('./BlitterCanvasRenderer');
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Blitter.prototype.renderWebGL = require('./BlitterWebGLRenderer');
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*/
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module.exports = Blitter;

v3/src/gameobjects/blitter/BlitterFactory.js

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@@ -6,11 +6,11 @@ var BlitterFactory = {
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KEY: 'blitter',
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add: function (x, y, key, frame, group)
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add: function (x, y, key, frame, parent)
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{
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if (group === undefined) { group = this.state; }
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if (parent === undefined) { parent = this.state; }
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return group.children.add(new Blitter(this.state, x, y, key, frame));
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return parent.children.add(new Blitter(this.state, x, y, key, frame));
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},
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make: function (x, y, key, frame)

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