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