phaser/v3/merge/gameobjects/components/LifeSpan.js
2016-11-23 00:17:46 +00:00

128 lines
3.4 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @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;
}
};