SpriteBatch

Class: Phaser.SpriteBatch

Constructor

new SpriteBatch(game, parent, name, addToStage)

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 outOfBound