/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Health component provides the ability for Game Objects to have a `health` property * that can be damaged and reset through game code. * Requires the LifeSpan component. * * @class */ Phaser.Component.Health = function () {}; Phaser.Component.Health.prototype = { /** * The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object. * * It can be used in combination with the `damage` method or modified directly. * * @property {number} health * @default */ health: 1, /** * The Game Objects maximum health value. This works in combination with the `heal` method to ensure * the health value never exceeds the maximum. * * @property {number} maxHealth * @default */ maxHealth: 100, /** * Damages the Game Object. This removes the given amount of health from the `health` property. * * If health is taken below or is equal to zero then the `kill` method is called. * * @member * @param {number} amount - The amount to subtract from the current `health` value. * @return {Phaser.Sprite} This instance. */ damage: function (amount) { if (this.alive) { this.health -= amount; if (this.health <= 0) { this.kill(); } } return this; }, /** * Sets the health property of the Game Object to the given amount. * Will never exceed the `maxHealth` value. * * @member * @param {number} amount - The amount to set the `health` value to. The total will never exceed `maxHealth`. * @return {Phaser.Sprite} This instance. */ setHealth: function (amount) { this.health = amount; if (this.health > this.maxHealth) { this.health = this.maxHealth; } return this; }, /** * Heal the Game Object. This adds the given amount of health to the `health` property. * * @member * @param {number} amount - The amount to add to the current `health` value. The total will never exceed `maxHealth`. * @return {Phaser.Sprite} This instance. */ heal: function (amount) { if (this.alive) { this.health += amount; if (this.health > this.maxHealth) { this.health = this.maxHealth; } } return this; } };