/** * Overlap Component Features. * * @class */ 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 * @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()); } };