import { registerColorTransform } from '@datamoc/mw_games/two-d/render';
// a game that assembles its own Pixi renderer extensions manually, instead of going
// through `Game`/`GameOptions.extensions`, registers the batcher itself before creating
// that renderer - importing `TintedSprite` (directly or transitively) already does this,
// so most games never call it
registerColorTransform();
Registers the colour-transform batcher and the
TintedSpritepipe with Pixi.TintedSprite.tscalls this itself, at module scope, the moment anything imports it (directly, or transitively throughAnimatedSprite/TileMap/DialogueStage, all built on it) - registration has to happen before the renderer is created, and an ES module's top-level code always runs before whatever imports it goes on to callnew Game()/Game.start(), so a game never has to know this pipe exists, let alone pass it throughGameOptions.extensionsitself. This stays exported, idempotent (registeredguards a second call from double-adding it), and public for the rare case of a game building its own renderer setup outsideGame.