## Phaser.Component. LifeSpan

#### new LifeSpan()

  LifeSpan Component Features.

  Source - gameobjects/components/LifeSpan.js, line 12

### Members

#### alive :boolean

  A useful flag to control if the Game Object is alive or dead.

  This is set automatically by the Health components `damage` method should the object run out of health.
  Or you can toggle it via your game code.

  This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
  However you can use `Group.getFirstAlive` in conjunction with this property for fast object pooling and recycling.

  Default Value:
    - true
  Source - gameobjects/components/LifeSpan.js, line 50

#### lifespan :number

  The lifespan allows you to give a Game Object a lifespan in milliseconds.

  Once the Game Object is 'born' you can set this to a positive value.

  It is automatically decremented by the millisecond equivalent of `game.time.physicsElapsed` each frame.
  When it reaches zero it will call the `kill` method.

  Very handy for particles, bullets, collectibles, or any other short-lived entity.

  Source - gameobjects/components/LifeSpan.js, line 65

### Methods

#### <static> preUpdate()

  The LifeSpan component preUpdate handler.
  Called automatically by the Game Object.

  Source - gameobjects/components/LifeSpan.js, line 20

#### kill() → {PIXI.DisplayObject}

  Kills a Game Object. A killed Game Object has its `alive`, `exists` and `visible` properties all set to false.

  It will dispatch the `onKilled` event. You can listen to `events.onKilled` for the signal.

  Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
  it doesn't destroy the object or free it up from memory.

  If you don't need this Game Object any more you should call `destroy` instead.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Source - gameobjects/components/LifeSpan.js, line 113

#### revive(health) → {PIXI.DisplayObject}

  Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.

  A resurrected Game Object has its `alive`, `exists` and `visible` properties all set to true.

  It will dispatch the `onRevived` event. Listen to `events.onRevived` for the signal.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `health` | number | <optional> | 100 | The health to give the Game Object. Only set if the GameObject has the Health component.

  ##### Returns:

  PIXI.DisplayObject -

  This instance.

  Source - gameobjects/components/LifeSpan.js, line 78