@@ -38,10 +38,10 @@ Phaser.Component.LifeSpan.prototype = {
3838
3939 /**
4040 * A useful flag to control if the Game Object is alive or dead.
41- *
41+ *
4242 * This is set automatically by the Health components `damage` method should the object run out of health.
4343 * Or you can toggle it via your game code.
44- *
44+ *
4545 * This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
4646 * However you can use `Group.getFirstAlive` in conjunction with this property for fast object pooling and recycling.
4747 * @property {boolean } alive
@@ -51,12 +51,12 @@ Phaser.Component.LifeSpan.prototype = {
5151
5252 /**
5353 * The lifespan allows you to give a Game Object a lifespan in milliseconds.
54- *
54+ *
5555 * Once the Game Object is 'born' you can set this to a positive value.
56- *
56+ *
5757 * It is automatically decremented by the millisecond equivalent of `game.time.physicsElapsed` each frame.
5858 * When it reaches zero it will call the `kill` method.
59- *
59+ *
6060 * Very handy for particles, bullets, collectibles, or any other short-lived entity.
6161 *
6262 * @property {number } lifespan
@@ -66,9 +66,9 @@ Phaser.Component.LifeSpan.prototype = {
6666
6767 /**
6868 * Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.
69- *
69+ *
7070 * A resurrected Game Object has its `alive`, `exists` and `visible` properties all set to true.
71- *
71+ *
7272 * It will dispatch the `onRevived` event. Listen to `events.onRevived` for the signal.
7373 *
7474 * @method
@@ -82,10 +82,10 @@ Phaser.Component.LifeSpan.prototype = {
8282 this . alive = true ;
8383 this . exists = true ;
8484 this . visible = true ;
85-
86- if ( typeof this . health === 'number ' )
85+
86+ if ( typeof this . heal === 'function ' )
8787 {
88- this . health = health ;
88+ this . heal ( health ) ;
8989 }
9090
9191 if ( this . events )
@@ -99,12 +99,12 @@ Phaser.Component.LifeSpan.prototype = {
9999
100100 /**
101101 * Kills a Game Object. A killed Game Object has its `alive`, `exists` and `visible` properties all set to false.
102- *
102+ *
103103 * It will dispatch the `onKilled` event. You can listen to `events.onKilled` for the signal.
104- *
105- * Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
104+ *
105+ * Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
106106 * it doesn't destroy the object or free it up from memory.
107- *
107+ *
108108 * If you don't need this Game Object any more you should call `destroy` instead.
109109 *
110110 * @method
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