mirror of
https://github.com/photonstorm/phaser
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54 lines
1.7 KiB
JavaScript
54 lines
1.7 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The AutoCull Component is responsible for providing methods that check if a Game Object is within the bounds of the World Camera.
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* It is used by the InWorld component.
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*
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* @class
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*/
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Phaser.Component.AutoCull = function () {};
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Phaser.Component.AutoCull.prototype = {
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/**
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* A Game Object with `autoCull` set to true will check its bounds against the World Camera every frame.
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* If it is not intersecting the Camera bounds at any point then it has its `renderable` property set to `false`.
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* This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.
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*
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* This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
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* or you have tested performance and find it acceptable.
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*
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* @property {boolean} autoCull
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* @default
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*/
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autoCull: false,
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/**
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* Checks if the Game Objects bounds intersect with the Game Camera bounds.
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* Returns `true` if they do, otherwise `false` if fully outside of the Cameras bounds.
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*
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* @property {boolean} inCamera
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* @readonly
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*/
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inCamera: {
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get: function() {
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if (!this.autoCull && !this.checkWorldBounds)
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{
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this._bounds.copyFrom(this.getBounds());
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this._bounds.x += this.game.camera.view.x;
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this._bounds.y += this.game.camera.view.y;
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}
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return this.game.world.camera.view.intersects(this._bounds);
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}
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}
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};
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