Sprite.alive property now explicitly defined on the Sprite prototype (thanks @lewster32, #841)

This commit is contained in:
photonstorm 2014-05-21 21:48:29 +01:00
parent 2a73652ed8
commit bcddfc83c0
3 changed files with 9 additions and 1 deletions

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@ -52,6 +52,8 @@ Version 2.0.6 - "Jornhill" - -in development-
### Bug Fixes
* Sprite.alive property now explicitly defined on the Sprite prototype (thanks @lewster32, #841)
### Migration Guide
There is an extensive [Migration Guide](https://github.com/photonstorm/phaser/blob/master/resources/Migration%20Guide.md) available for those converting from Phaser 1.x to 2.x. In the guide we detail the API breaking changes and approach to our new physics system.

2
build/phaser.d.ts vendored
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@ -3724,7 +3724,7 @@ declare module Phaser {
circle: Phaser.Circle;
clientX: number;
clientY: number;
duation: number;
duration: number;
exists: boolean;
game: Phaser.Game;
id: number;

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@ -116,6 +116,12 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.body = null;
/**
* @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.
* @default
*/
this.alive = true;
/**
* @property {number} health - Health value. Used in combination with damage() to allow for quick killing of Sprites.
*/