/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * LifeSpan Component Features. * * @class */ Phaser.Component.LifeSpan = function () {}; /** * The LifeSpan component preUpdate handler. * Called automatically by the Game Object. * * @method */ Phaser.Component.LifeSpan.preUpdate = function () { if (this.lifespan > 0) { this.lifespan -= this.game.time.physicsElapsedMS; if (this.lifespan <= 0) { this.kill(); return false; } } return true; }; 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 * @default */ alive: true, /** * 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 * @default */ lifespan: 0, /** * 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 * @param {number} [health=100] - The health to give the Game Object. Only set if the GameObject has the Health component. * @return {PIXI.DisplayObject} This instance. */ revive: function (health) { if (health === undefined) { health = 100; } this.alive = true; this.exists = true; this.visible = true; if (typeof this.setHealth === 'function') { this.setHealth(health); } if (this.events) { this.events.onRevived$dispatch(this); } return this; }, /** * Kills a Game Object. A killed Game Object has its `alive`, `exists` and `visible` properties all set to false. * * It will dispatch the `onKilled` event. You can listen to `events.onKilled` for the signal. * * Note that killing a Game Object is a way for you to quickly recycle it in an object pool, * it doesn't destroy the object or free it up from memory. * * If you don't need this Game Object any more you should call `destroy` instead. * * @method * @return {PIXI.DisplayObject} This instance. */ kill: function () { this.alive = false; this.exists = false; this.visible = false; if (this.events) { this.events.onKilled$dispatch(this); } return this; } };