phaser/src/gameobjects/components/Overlap.js

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Phaser.Component.Overlap = function () {};
Phaser.Component.Overlap.prototype = {
/**
* Checks to see if the bounds of this Sprite overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as a Button.
* This check ignores the Sprites hitArea property and runs a Sprite.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), but should be fine for low-volume testing where physics isn't required.
*
* @method Phaser.Sprite#overlap
* @memberof Phaser.Sprite
* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Button|PIXI.DisplayObject} displayObject - The display object to check against.
* @return {boolean} True if the bounds of this Sprite intersects at any point with the bounds of the given display object.
*/
overlap: function (displayObject) {
return Phaser.Rectangle.intersects(this.getBounds(), displayObject.getBounds());
}
};