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https://github.com/photonstorm/phaser
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35 lines
1.4 KiB
JavaScript
35 lines
1.4 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 Overlap component allows a Game Object to check if it overlaps with the bounds of another Game Object.
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*
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* @class
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*/
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Phaser.Component.Overlap = function () {};
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Phaser.Component.Overlap.prototype = {
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/**
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* Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,
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* which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a `getBounds` method and result.
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*
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* This check ignores the `hitArea` property if set and runs a `getBounds` comparison on both objects to determine the result.
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*
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* Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.
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* It should be fine for low-volume testing where physics isn't required.
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*
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* @method
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* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Button|PIXI.DisplayObject} displayObject - The display object to check against.
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* @return {boolean} True if the bounds of this Game Object intersects at any point with the bounds of the given display object.
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*/
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overlap: function (displayObject) {
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return Phaser.Rectangle.intersects(this.getBounds(), displayObject.getBounds());
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}
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};
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