## Phaser.Component. Bounds

#### new Bounds()

  The Bounds component contains properties related to the bounds of the Game Object.

  Source - gameobjects/components/Bounds.js, line 12

### Members

#### bottom :number

  The sum of the y and height properties.
  This is the same as `y + height - offsetY`.

  Source - gameobjects/components/Bounds.js, line 168

#### centerX :number

  The center x coordinate of the Game Object.
  This is the same as `(x - offsetX) + (width / 2)`.

  Source - gameobjects/components/Bounds.js, line 58

#### centerY :number

  The center y coordinate of the Game Object.
  This is the same as `(y - offsetY) + (height / 2)`.

  Source - gameobjects/components/Bounds.js, line 80

#### left :number

  The left coordinate of the Game Object.
  This is the same as `x - offsetX`.

  Source - gameobjects/components/Bounds.js, line 102

#### <readonly> offsetX :number

  The amount the Game Object is visually offset from its x coordinate.
  This is the same as `width * anchor.x`.
  It will only be > 0 if anchor.x is not equal to zero.

  Source - gameobjects/components/Bounds.js, line 24

#### <readonly> offsetY :number

  The amount the Game Object is visually offset from its y coordinate.
  This is the same as `height * anchor.y`.
  It will only be > 0 if anchor.y is not equal to zero.

  Source - gameobjects/components/Bounds.js, line 42

#### right :number

  The right coordinate of the Game Object.
  This is the same as `x + width - offsetX`.

  Source - gameobjects/components/Bounds.js, line 124

#### top :number

  The y coordinate of the Game Object.
  This is the same as `y - offsetY`.

  Source - gameobjects/components/Bounds.js, line 146

### Methods

#### alignIn(container, position, offsetX, offsetY) → {Object}

  Aligns this Game Object within another Game Object, or Rectangle, known as the
  'container', to one of 9 possible positions.

  The container must be a Game Object, or Phaser.Rectangle object. This can include properties
  such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world
  and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
  TileSprites or Buttons.

  Please note that aligning a Sprite to another Game Object does not make it a child of
  the container. It simply modifies its position coordinates so it aligns with it.

  The position constants you can use are:

  `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`,
  `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`,
  `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`.

  The Game Objects are placed in such a way that their bounds align with the
  container, taking into consideration rotation, scale and the anchor property.
  This allows you to neatly align Game Objects, irrespective of their position value.

  The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final
  aligned position of the Game Object. For example:

  `sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)`

  Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner.
  Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
  So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
  one expands it.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `container` | Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite |  |  | The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`.
  `position` | integer | <optional> |  | The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
  `offsetX` | integer | <optional> | 0 | A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
  `offsetY` | integer | <optional> | 0 | A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

  ##### Returns:

  Object -

  This Game Object.

  Source - gameobjects/components/Bounds.js, line 223

#### alignTo(parent, position, offsetX, offsetY) → {Object}

  Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
  'parent', in one of 11 possible positions.

  The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
  such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world
  and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
  TileSprites or Buttons.

  Please note that aligning a Sprite to another Game Object does not make it a child of
  the parent. It simply modifies its position coordinates so it aligns with it.

  The position constants you can use are:

  `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`,
  `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`,
  `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER`
  and `Phaser.BOTTOM_RIGHT`.

  The Game Objects are placed in such a way that their bounds align with the
  parent, taking into consideration rotation, scale and the anchor property.
  This allows you to neatly align Game Objects, irrespective of their position value.

  The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final
  aligned position of the Game Object. For example:

  `sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)`

  Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner.
  Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
  So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
  one expands it.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `parent` | Phaser.Rectangle | Phaser.Sprite | Phaser.Image | Phaser.Text | Phaser.BitmapText | Phaser.Button | Phaser.Graphics | Phaser.TileSprite |  |  | The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`.
  `position` | integer | <optional> |  | The position constant. One of `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
  `offsetX` | integer | <optional> | 0 | A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
  `offsetY` | integer | <optional> | 0 | A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

  ##### Returns:

  Object -

  This Game Object.

  Source - gameobjects/components/Bounds.js, line 321