2015-02-17 05:15:04 +00:00
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Phaser.Component.LifeSpan = function () {};
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Phaser.Component.LifeSpan.preUpdate = function () {
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if (this.lifespan > 0)
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{
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this.lifespan -= this.game.time.physicsElapsedMS;
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if (this.lifespan <= 0)
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{
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this.kill();
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return false;
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}
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}
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2015-02-25 00:59:27 +00:00
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return true;
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2015-02-17 05:15:04 +00:00
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};
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Phaser.Component.LifeSpan.prototype = {
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/**
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* @property {boolean} alive - A useful boolean to control if the Sprite is alive or dead (in terms of your gameplay, it doesn't effect rendering). Also linked to Sprite.health and Sprite.damage.
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* @default
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*/
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alive: true,
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/**
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* To given a Sprite a lifespan, in milliseconds, once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
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*
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* The lifespan is decremented by `game.time.physicsElapsed` (converted to milliseconds) each logic update,
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* and {@link Phaser.Sprite.kill kill} is called once the lifespan reaches 0.
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*
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* @property {number} lifespan
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* @default
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*/
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lifespan: 0,
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/**
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* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
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* A resurrected Sprite has its alive, exists and visible properties all set to true.
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* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
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*
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* @method Phaser.Sprite#revive
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* @memberof Phaser.Sprite
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* @param {number} [health=1] - The health to give the Sprite. Only applies if the GameObject has the Health component.
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* @return (Phaser.Sprite) This instance.
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*/
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revive: function(health) {
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if (typeof health === 'undefined') { health = 1; }
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this.alive = true;
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this.exists = true;
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this.visible = true;
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if (typeof this.health === 'number')
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{
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this.health = health;
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}
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if (this.events)
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{
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this.events.onRevived$dispatch(this);
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}
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return this;
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},
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/**
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* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
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* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
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* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
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* If you don't need this Sprite any more you should call Sprite.destroy instead.
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*
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* @method Phaser.Sprite#kill
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* @memberof Phaser.Sprite
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* @return (Phaser.Sprite) This instance.
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*/
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kill: function() {
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this.alive = false;
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this.exists = false;
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this.visible = false;
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if (this.events)
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{
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this.events.onKilled$dispatch(this);
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}
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return this;
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}
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};
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