diff --git a/src/gameobjects/components/LifeSpan.js b/src/gameobjects/components/LifeSpan.js index 7e8a106b1..8e9456938 100644 --- a/src/gameobjects/components/LifeSpan.js +++ b/src/gameobjects/components/LifeSpan.js @@ -38,10 +38,10 @@ Phaser.Component.LifeSpan.prototype = { /** * A useful flag to control if the Game Object is alive or dead. - * + * * This is set automatically by the Health components `damage` method should the object run out of health. * Or you can toggle it via your game code. - * + * * This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates. * However you can use `Group.getFirstAlive` in conjunction with this property for fast object pooling and recycling. * @property {boolean} alive @@ -51,12 +51,12 @@ Phaser.Component.LifeSpan.prototype = { /** * The lifespan allows you to give a Game Object a lifespan in milliseconds. - * + * * Once the Game Object is 'born' you can set this to a positive value. - * + * * It is automatically decremented by the millisecond equivalent of `game.time.physicsElapsed` each frame. * When it reaches zero it will call the `kill` method. - * + * * Very handy for particles, bullets, collectibles, or any other short-lived entity. * * @property {number} lifespan @@ -66,9 +66,9 @@ Phaser.Component.LifeSpan.prototype = { /** * Brings a 'dead' Game Object back to life, optionally resetting its health value in the process. - * + * * A resurrected Game Object has its `alive`, `exists` and `visible` properties all set to true. - * + * * It will dispatch the `onRevived` event. Listen to `events.onRevived` for the signal. * * @method @@ -82,10 +82,10 @@ Phaser.Component.LifeSpan.prototype = { this.alive = true; this.exists = true; this.visible = true; - - if (typeof this.health === 'number') + + if (typeof this.heal === 'function') { - this.health = health; + this.heal(health); } if (this.events) @@ -99,12 +99,12 @@ Phaser.Component.LifeSpan.prototype = { /** * Kills a Game Object. A killed Game Object has its `alive`, `exists` and `visible` properties all set to false. - * + * * It will dispatch the `onKilled` event. You can listen to `events.onKilled` for the signal. - * - * Note that killing a Game Object is a way for you to quickly recycle it in an object pool, + * + * Note that killing a Game Object is a way for you to quickly recycle it in an object pool, * it doesn't destroy the object or free it up from memory. - * + * * If you don't need this Game Object any more you should call `destroy` instead. * * @method