Phaser Source: src/gameobjects/components/Health.js

# Source: src/gameobjects/components/Health.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * The Health component provides the ability for Game Objects to have a `health` property
    * that can be damaged and reset through game code.
    * Requires the LifeSpan component.
    *
    * @class
    */
    Phaser.Component.Health = function () {};

    Phaser.Component.Health.prototype = {

        /**
        * The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.
        *
        * It can be used in combination with the `damage` method or modified directly.
        *
        * @property {number} health
        * @default
        */
        health: 1,

        /**
        * The Game Objects maximum health value. This works in combination with the `heal` method to ensure
        * the health value never exceeds the maximum.
        *
        * @property {number} maxHealth
        * @default
        */
        maxHealth: 100,

        /**
        * Damages the Game Object. This removes the given amount of health from the `health` property.
        *
        * If health is taken below or is equal to zero then the `kill` method is called.
        *
        * @member
        * @param {number} amount - The amount to subtract from the current `health` value.
        * @return {Phaser.Sprite} This instance.
        */
        damage: function (amount) {

            if (this.alive)
            {
                this.health -= amount;

                if (this.health <= 0)
                {
                    this.kill();
                }
            }

            return this;

        },

        /**
        * Sets the health property of the Game Object to the given amount.
        * Will never exceed the `maxHealth` value.
        *
        * @member
        * @param {number} amount - The amount to set the `health` value to. The total will never exceed `maxHealth`.
        * @return {Phaser.Sprite} This instance.
        */
        setHealth: function (amount) {

            this.health = amount;

            if (this.health > this.maxHealth)
            {
                this.health = this.maxHealth;
            }

            return this;

        },

        /**
        * Heal the Game Object. This adds the given amount of health to the `health` property.
        *
        * @member
        * @param {number} amount - The amount to add to the current `health` value. The total will never exceed `maxHealth`.
        * @return {Phaser.Sprite} This instance.
        */
        heal: function (amount) {

            if (this.alive)
            {
                this.health += amount;

                if (this.health > this.maxHealth)
                {
                    this.health = this.maxHealth;
                }
            }

            return this;

        }

    };