code: function preDraw(renderer) {
           var bounds = this.getBounds();
           var ax = bounds.width * this.anchorPoint.x,
               ay = bounds.height * this.anchorPoint.y; // save context
  
           renderer.save(); // apply the defined alpha value
  
           renderer.setGlobalAlpha(renderer.globalAlpha() * this.getOpacity()); // apply flip
  
           if (this._flip.x || this._flip.y) {
             var dx = this._flip.x ? this.centerX - ax : 0,
                 dy = this._flip.y ? this.centerY - ay : 0;
             renderer.translate(dx, dy);
             renderer.scale(this._flip.x ? -1 : 1, this._flip.y ? -1 : 1);
             renderer.translate(-dx, -dy);
           }
  
           if (this.autoTransform === true && !this.currentTransform.isIdentity()) {
             this.currentTransform.translate(-ax, -ay); // apply the renderable transformation matrix
  
             renderer.transform(this.currentTransform);
             this.currentTransform.translate(ax, ay);
           } else {
             // translate to the defined anchor point
             renderer.translate(-ax, -ay);
           }
  
           if (typeof this.mask !== "undefined") {
             renderer.setMask(this.mask);
           }
  
           if (typeof this.tint !== "undefined") {
             renderer.setTint(this.tint);
           }
         }
docs: prepare the rendering context before drawing
  (apply defined transforms, anchor point). <br>
  automatically called by the game manager {@link me.game}
  @name preDraw
  @memberOf me.Renderable.prototype
  @function
  @protected
  @param {me.CanvasRenderer|me.WebGLRenderer} renderer a renderer object