The InWorld component checks if a Game Object is within the Game World Bounds.
An object is considered as being "in bounds" so long as its own bounds intersects at any point with the World bounds.
If the AutoCull component is enabled on the Game Object then it will check the Game Object against the Camera bounds as well.
If this is set to true
the Game Object checks if it is within the World bounds each frame.
When it is no longer intersecting the world bounds it dispatches the onOutOfBounds
event.
If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds
event.
It also optionally kills the Game Object if outOfBoundsKill
is true
.
When checkWorldBounds
is enabled it forces the Game Object to calculate its full bounds every frame.
This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.
Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.
If this and the checkWorldBounds
property are both set to true
then the kill
method is called as soon as inWorld
returns false.
If this and the autoCull
property are both set to true
, then the kill
method
is called as soon as the Game Object leaves the camera bounds.
The InWorld component preUpdate handler.
Called automatically by the Game Object.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Component.InWorld.html