Limits(objectToCheck) {
        if (objectToCheck.y < 1) return LimitTypes.Top;
        else if (objectToCheck.y + objectToCheck.height >= appConf.worldHeight) return LimitTypes.Bottom;

        if (objectToCheck.x + objectToCheck.width >= appConf.worldWidth) return LimitTypes.Right;
        else if (objectToCheck.x < 1) return LimitTypes.Left;

        return LimitTypes.None;
    }
/**
     * Check for world boundaries. Important to not use world.container as boundary constantly updates when camera moves.
     * 
     * @param {PIXI} objectToCheck PIXI object with x,y,width and height.
     */
Check for world boundaries. Important to not use world.container as boundary constantly updates when camera moves.

@param {PIXI} objectToCheck PIXI object with x,y,width and height.
Check for world boundaries . Important to not use world . container as boundary constantly updates when camera moves . @param { PIXI } objectToCheck PIXI object with x y width and height .
Limits(objectToCheck) {
        if (objectToCheck.y < 1) return LimitTypes.Top;
        else if (objectToCheck.y + objectToCheck.height >= appConf.worldHeight) return LimitTypes.Bottom;
        if (objectToCheck.x + objectToCheck.width >= appConf.worldWidth) return LimitTypes.Right;
        else if (objectToCheck.x < 1) return LimitTypes.Left;
        return LimitTypes.None;
    }
Limits ( objectToCheck ) { if ( objectToCheck . y < 1 ) return LimitTypes . Top ; else if ( objectToCheck . y + objectToCheck . height >= appConf . worldHeight ) return LimitTypes . Bottom ; if ( objectToCheck . x + objectToCheck . width >= appConf . worldWidth ) return LimitTypes . Right ; else if ( objectToCheck . x < 1 ) return LimitTypes . Left ; return LimitTypes . None ; }
Check for world boundaries.
Check for world boundaries .