phaser/src/gameobjects/components/Overlap.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Overlap component allows a Game Object to check if it overlaps with the bounds of another Game Object.
*
* @class
*/
Phaser.Component.Overlap = function () {};
Phaser.Component.Overlap.prototype = {
/**
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* Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,
* which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a `getBounds` method and result.
*
* This check ignores the `hitArea` property if set and runs a `getBounds` comparison on both objects to determine the result.
*
* Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.
* It should be fine for low-volume testing where physics isn't required.
*
* @method
* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Button|PIXI.DisplayObject} displayObject - The display object to check against.
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* @return {boolean} True if the bounds of this Game Object intersects at any point with the bounds of the given display object.
*/
overlap: function (displayObject) {
return Phaser.Rectangle.intersects(this.getBounds(), displayObject.getBounds());
}
};