Merge pull request #2027 from bsparks/dev

utilize the heal method
This commit is contained in:
Richard Davey 2015-08-26 23:38:40 +03:00
commit bae732ca9e

View file

@ -38,10 +38,10 @@ Phaser.Component.LifeSpan.prototype = {
/** /**
* A useful flag to control if the Game Object is alive or dead. * 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. * 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. * 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. * 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. * However you can use `Group.getFirstAlive` in conjunction with this property for fast object pooling and recycling.
* @property {boolean} alive * @property {boolean} alive
@ -51,12 +51,12 @@ Phaser.Component.LifeSpan.prototype = {
/** /**
* The lifespan allows you to give a Game Object a lifespan in milliseconds. * 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. * 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. * It is automatically decremented by the millisecond equivalent of `game.time.physicsElapsed` each frame.
* When it reaches zero it will call the `kill` method. * When it reaches zero it will call the `kill` method.
* *
* Very handy for particles, bullets, collectibles, or any other short-lived entity. * Very handy for particles, bullets, collectibles, or any other short-lived entity.
* *
* @property {number} lifespan * @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. * 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. * 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. * It will dispatch the `onRevived` event. Listen to `events.onRevived` for the signal.
* *
* @method * @method
@ -82,10 +82,10 @@ Phaser.Component.LifeSpan.prototype = {
this.alive = true; this.alive = true;
this.exists = true; this.exists = true;
this.visible = true; this.visible = true;
if (typeof this.health === 'number') if (typeof this.heal === 'function')
{ {
this.health = health; this.heal(health);
} }
if (this.events) 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. * 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. * 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. * 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. * If you don't need this Game Object any more you should call `destroy` instead.
* *
* @method * @method