/** * @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 = { /** * 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. * @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()); } };