text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2015 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;
  
      },
  
      /**
      * 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;
  
      }
  
  };
  