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phaser-component-health's Introduction

Phaser 3 Health Component

Flexible, data-based health component.

Examples

// Add component to *one* game object
Phaser.Health.AddTo(sprite);

// Add component and assign health 1/2
Phaser.Health.AddTo(sprite, 1, 2);

// Same:
Phaser.Health.AddTo(sprite).setMaxHealth(2).setHealth(1);

// Add component to Sprite class
Phaser.Health.MixinTo(Phaser.GameObjects.Sprite);

// Hide and deactivate sprite when health decreases below 0
sprite.on('die', function (spr) {
  spr.setActive(false).setVisible(false);
});

// Show and activate sprite when health increases above 0
sprite.on('revive', function (spr) {
  spr.setActive(true).setVisible(true);
});

// React to health changes
sprite.on('healthchange', function (spr, amount, health, maxHealth) {
  // Health changed by ${amount}, now ${health}/${maxHealth}
});

Tests

Open tests in your browser.

Static Methods

  • Phaser.Health.AddTo(obj, health=1, maxHealth=100) → obj
  • Phaser.Health.MixinTo(class) → class
  • Phaser.Health.SetHealth(obj, health, maxHealth, silent=false) → obj

Instance Methods

  • damage(amount=1, silent=false) → this
  • getHealth() → amount
  • getMaxHealth() → amount
  • heal(amount=1, silent=false) → this
  • isAlive() → boolean
  • isDead() → boolean
  • kill(silent=false) → this
  • revive(newHealth=1, silent=false) → this
  • reviveAtMaxHealth(silent=false) → this
  • setHealth(health, silent=false) → this
  • setMaxHealth(maxHealth, silent=false) → this

Events

  1. damage, heal → (obj, amount)
  2. healthchange → (obj, amount, health, maxHealth)
  3. die, revive → (obj)

phaser-component-health's People

Contributors

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Watchers

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