/** * The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World Camera. * It is used by the InWorld component. * * @class */ Phaser.Component.AutoCull = function () {}; Phaser.Component.AutoCull.prototype = { /** * A Game Object with `autoCull` set to true will check its bounds against the World Camera every frame. * If it is not intersecting the Camera bounds at any point then it has its `renderable` property set to `false`. * This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely. * * This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required, * or you have tested performance and find it acceptable. * * @property {boolean} autoCull * @default */ autoCull: false, /** * Checks if the Game Objects bounds intersect with the Game Camera bounds. * Returns `true` if they do, otherwise `false` if fully outside of the Cameras bounds. * * @property {boolean} inCamera * @readonly */ inCamera: { get: function() { if (!this.autoCull && !this.checkWorldBounds) { this._bounds.copyFrom(this.getBounds()); this._bounds.x += this.game.camera.view.x; this._bounds.y += this.game.camera.view.y; } return this.game.world.camera.view.intersects(this._bounds); } } };