text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2014 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 (typeof 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, Phaser.Group.prototype, PIXI.SpriteBatch.prototype);
  
  Phaser.SpriteBatch.prototype.constructor = Phaser.SpriteBatch;
  