Phaser.Component.AutoCull = function () {}; Phaser.Component.AutoCull.prototype = { /** * Should this Sprite be automatically culled if out of range of the camera? * A culled sprite has its renderable property set to 'false'. * Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it. * * @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not. * @default */ autoCull: false, /** * Checks if the Sprite bounds are within the game camera, otherwise false if fully outside of it. * * @name Phaser.Sprite#inCamera * @property {boolean} inCamera - True if the Sprite bounds is within the game camera, even if only partially. Otherwise false if fully outside of it. * @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); } } };