_AN_Write_text('Text', Phaser.Renderer.WebGL.GameObjects, false , { TYPES: [Phaser.GameObject.Text.prototype] , render: function (renderer, src){ if (src.dirty) { src.updateText(); src.dirty = false ; } if (!src.visible || src.alpha === 0 || !src.renderable) { return ; } var i; if (src._mask || src._filters) { var spriteBatch = renderer.spriteBatch; if (src._filters) { spriteBatch.flush(); renderer.filterManager.pushFilter(src._filterBlock); } if (src._mask) { spriteBatch.stop(); renderer.pushMask(src.mask); spriteBatch.start(); } spriteBatch.render(src); for (i = 0; i < _AN_Read_length('length', src.children); i++ ){ var child = src.children[i]; child.render(renderer, child); } spriteBatch.stop(); if (src._mask) { renderer.popMask(src._mask); } if (src._filters) { renderer.filterManager.popFilter(); } spriteBatch.start(); } else { renderer.spriteBatch.render(src); for (i = 0; i < _AN_Read_length('length', src.children); i++ ){ var child = src.children[i]; child.render(renderer, child); } } } } );