mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
128 lines
3.4 KiB
JavaScript
128 lines
3.4 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* LifeSpan Component Features.
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*
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* @class
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*/
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Phaser.Component.LifeSpan = function () {};
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/**
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* The LifeSpan component preUpdate handler.
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* Called automatically by the Game Object.
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*
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* @method
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*/
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Phaser.Component.LifeSpan.preUpdate = function () {
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if (this.lifespan > 0)
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{
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this.lifespan -= this.game.time.physicsElapsedMS;
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if (this.lifespan <= 0)
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{
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this.kill();
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return false;
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}
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}
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return true;
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};
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Phaser.Component.LifeSpan.prototype = {
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/**
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* A useful flag to control if the Game Object is alive or dead.
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*
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* This is set automatically by the Health components `damage` method should the object run out of health.
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* Or you can toggle it via your game code.
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*
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* This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
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* However you can use `Group.getFirstAlive` in conjunction with this property for fast object pooling and recycling.
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* @property {boolean} alive
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* @default
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*/
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alive: true,
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/**
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* The lifespan allows you to give a Game Object a lifespan in milliseconds.
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*
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* Once the Game Object is 'born' you can set this to a positive value.
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*
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* It is automatically decremented by the millisecond equivalent of `game.time.physicsElapsed` each frame.
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* When it reaches zero it will call the `kill` method.
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*
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* Very handy for particles, bullets, collectibles, or any other short-lived entity.
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*
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* @property {number} lifespan
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* @default
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*/
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lifespan: 0,
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/**
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* Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.
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*
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* A resurrected Game Object has its `alive`, `exists` and `visible` properties all set to true.
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*
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* It will dispatch the `onRevived` event. Listen to `events.onRevived` for the signal.
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*
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* @method
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* @param {number} [health=100] - The health to give the Game Object. Only set if the GameObject has the Health component.
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* @return {PIXI.DisplayObject} This instance.
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*/
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revive: function (health) {
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if (health === undefined) { health = 100; }
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this.alive = true;
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this.exists = true;
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this.visible = true;
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if (typeof this.setHealth === 'function')
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{
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this.setHealth(health);
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}
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if (this.events)
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{
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this.events.onRevived$dispatch(this);
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}
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return this;
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},
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/**
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* Kills a Game Object. A killed Game Object has its `alive`, `exists` and `visible` properties all set to false.
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*
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* It will dispatch the `onKilled` event. You can listen to `events.onKilled` for the signal.
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*
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* Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
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* it doesn't destroy the object or free it up from memory.
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*
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* If you don't need this Game Object any more you should call `destroy` instead.
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*
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* @method
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* @return {PIXI.DisplayObject} This instance.
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*/
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kill: function () {
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this.alive = false;
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this.exists = false;
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this.visible = false;
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if (this.events)
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{
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this.events.onKilled$dispatch(this);
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}
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return this;
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}
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};
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