Weapon
Class: Phaser.Weapon
Constructor
new Weapon(game, parent)
The Weapon Plugin provides the ability to easily create a bullet pool and manager.
Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties.
The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics.
The Bullets are created inside of Weapon.bullets
, which is a Phaser.Group instance. Anything you
can usually do with a Group, such as move it around the display list, iterate it, etc can be done
to the bullets Group too.
Bullets can have textures and even animations. You can control the speed at which they are fired,
the firing rate, the firing angle, and even set things like gravity for them.
A small example, assumed to be running from within a Phaser.State create method.
var weapon = this.add.weapon(10, 'bullet');
weapon.fireFrom.set(300, 300);
this.input.onDown.add(weapon.fire, this);
Parameters
Name | Type | Description |
---|---|---|
game | Phaser.Game | A reference to the current Phaser.Game instance. |
parent | Phaser.PluginManager | The Phaser Plugin Manager which looks after this plugin. |
- Source code: plugins/weapon/WeaponPlugin.js (Line 31)
Public Properties
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- string | integer
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- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: plugins/weapon/WeaponPlugin.js (Line 282)
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-
Phaser.Weapon.KILL_NEVER
The bullets are never destroyed by the Weapon. It's up to you to destroy them via your own code. -
Phaser.Weapon.KILL_LIFESPAN
The bullets are automatically killed when theirbulletLifespan
amount expires. -
Phaser.Weapon.KILL_DISTANCE
The bullets are automatically killed when they exceedbulletDistance
pixels away from their original launch position. -
Phaser.Weapon.KILL_WEAPON_BOUNDS
The bullets are automatically killed when they no longer intersect with theWeapon.bounds
rectangle. -
Phaser.Weapon.KILL_CAMERA_BOUNDS
The bullets are automatically killed when they no longer intersect with theCamera.bounds
rectangle. -
Phaser.Weapon.KILL_WORLD_BOUNDS
The bullets are automatically killed when they no longer intersect with theWorld.bounds
rectangle. -
Phaser.Weapon.KILL_STATIC_BOUNDS
The bullets are automatically killed when they no longer intersect with theWeapon.bounds
rectangle.
The difference between static bounds and weapon bounds, is that a static bounds will never be adjusted to
match the position of a tracked sprite or pointer. - Source code: plugins/weapon/WeaponPlugin.js (Line 1136)
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- Phaser.Sprite | Object
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[static] KILL_CAMERA_BOUNDS : integer
A bulletKillType
constant that automatically kills the bullets when they leave the Camera.bounds
rectangle.
[static] KILL_DISTANCE : integer
A bulletKillType
constant that automatically kills the bullets after they
exceed the bulletDistance
from their original firing position.
[static] KILL_LIFESPAN : integer
A bulletKillType
constant that automatically kills the bullets when their bulletLifespan
expires.
[static] KILL_NEVER : integer
A bulletKillType
constant that stops the bullets from ever being destroyed automatically.
[static] KILL_STATIC_BOUNDS : integer
A bulletKillType
constant that automatically kills the bullets when they leave the Weapon.bounds
rectangle.
[static] KILL_WEAPON_BOUNDS : integer
A bulletKillType
constant that automatically kills the bullets when they leave the Weapon.bounds
rectangle.
[static] KILL_WORLD_BOUNDS : integer
A bulletKillType
constant that automatically kills the bullets when they leave the World.bounds
rectangle.
autoExpandBulletsGroup : boolean
Should the bullet pool run out of bullets (i.e. they are all in flight) then this
boolean controls if the Group will create a brand new bullet object or not.
autofire : boolean
Will this weapon auto fire? If set to true then a new bullet will be fired
based on the fireRate
value.
bounds : Phaser.Rectangle
This Rectangle defines the bounds that are used when determining if a Bullet should be killed or not.
It's used in combination with Weapon.bulletKillType
when that is set to either Phaser.Weapon.KILL_WEAPON_BOUNDS
or Phaser.Weapon.KILL_STATIC_BOUNDS
. If you are not using either of these kill types then the bounds are ignored.
If you are tracking a Sprite or Point then the bounds are centered on that object every frame.
bulletAngleOffset : number
An optional angle offset applied to the Bullets when they are launched.
This is useful if for example your bullet sprites have been drawn facing up, instead of
to the right, and you want to fire them at an angle. In which case you can set the
angle offset to be 90 and they'll be properly rotated when fired.
bulletAngleVariance : number
This is a variance added to the angle of Bullets when they are fired.
If you fire from an angle of 90 and have a bulletAngleVariance
of 20 then the actual
angle of the Bullets will be between 70 and 110 degrees. This is a quick way to add a
great 'spread' effect to a Weapon.
bulletAnimation : string
The string based name of the animation that the Bullet will be given on launch.
This is set via Weapon.addBulletAnimation
.
bulletClass : Object
The Class of the bullets that are launched by this Weapon. Defaults Phaser.Bullet
, but can be
overridden before calling createBullets
and set to your own class type.
bulletCollideWorldBounds : boolean
Should bullets collide with the World bounds or not?
bulletFrame : string | integer
The Texture Frame that the Bullets use when rendering.
Changing this has no effect on bullets in-flight, only on newly spawned bullets.
Type
bulletFrameCycle : boolean
If you've added a set of frames via Weapon.setBulletFrames
then you can optionally
chose for each Bullet fired to use the next frame in the set. The frame index is then
advanced one frame until it reaches the end of the set, then it starts from the start
again. Cycling frames like this allows you to create varied bullet effects via
sprite sheets.
bulletFrameRandom : boolean
If you've added a set of frames via Weapon.setBulletFrames
then you can optionally
chose for each Bullet fired to pick a random frame from the set.
<internal> bulletFrames : Array
This array stores the frames added via Weapon.setBulletFrames
.
bulletGravity : Phaser.Point
This is the amount of gravity added to the Bullets physics body when fired.
Gravity is expressed in pixels / second / second.
bulletInheritSpriteSpeed : boolean
When a Bullet is fired it can optionally inherit the velocity of the trackedSprite
if set.
bulletKey : string
The Texture Key that the Bullets use when rendering.
Changing this has no effect on bullets in-flight, only on newly spawned bullets.
bulletKillDistance : number
If you've set bulletKillType
to Phaser.Weapon.KILL_DISTANCE
this controls the distance
the Bullet can travel before it is automatically killed. The distance is given in pixels.
bulletKillType : integer
This controls how the bullets will be killed. The default is Phaser.Weapon.KILL_WORLD_BOUNDS
.
There are 7 different "kill types" available:
bulletLifespan : number
If you've set bulletKillType
to Phaser.Weapon.KILL_LIFESPAN
this controls the amount
of lifespan the Bullets have set on launch. The value is given in milliseconds.
When a Bullet hits its lifespan limit it will be automatically killed.
bulletRotateToVelocity : boolean
Bullets can optionally adjust their rotation in-flight to match their velocity.
This can create the effect of a bullet 'pointing' to the path it is following, for example
an arrow being fired from a bow, and works especially well when added to bulletGravity
.
bullets : Phaser.Group
This is the Phaser.Group that contains all of the bullets managed by this plugin.
bulletSpeed : number
The speed at which the bullets are fired. This value is given in pixels per second, and
is used to set the starting velocity of the bullets.
bulletSpeedVariance : number
This is a variance added to the speed of Bullets when they are fired.
If bullets have a bulletSpeed
value of 200, and a bulletSpeedVariance
of 50
then the actual speed of the Bullets will be between 150 and 250 pixels per second.
bulletWorldWrap : boolean
Should the Bullets wrap around the world bounds? This automatically callsWorld.wrap
on the Bullet each frame. See the docs for that method for details.
bulletWorldWrapPadding : integer
If bulletWorldWrap
is true then you can provide an optional padding value with this
property. It's added to the calculations determining when the Bullet should wrap around
the world or not. The value is given in pixels.
fireAngle : integer
The angle at which the bullets are fired. This can be a const such as Phaser.ANGLE_UP
or it can be any number from 0 to 360 inclusive, where 0 degrees is to the right.
fireFrom : Phaser.Rectangle
This is a Rectangle from within which the bullets are fired. By default it's a 1x1
rectangle, the equivalent of a Point. But you can change the width and height, and if
larger than 1x1 it'll pick a random point within the rectangle to launch the bullet from.
fireLimit : number
The maximum number of shots that this Weapon is allowed to fire before it stops.
When the limit is his the Weapon.onFireLimit
Signal is dispatched.
You can reset the shot counter via Weapon.resetShots
.
fireRate : number
The rate at which this Weapon can fire. The value is given in milliseconds.
fireRateVariance : number
This is a modifier that is added to the fireRate
each update to add variety
to the firing rate of the Weapon. The value is given in milliseconds.
If you've a fireRate
of 200 and a fireRateVariance
of 50 then the actual
firing rate of the Weapon will be between 150 and 250.
onFire : Phaser.Signal
The onFire Signal is dispatched each time Weapon.fire
is called, and a Bullet is
successfully launched. The callback is set two arguments: a reference to the bullet sprite itself,
and a reference to the Weapon that fired the bullet.
onFireLimit : Phaser.Signal
The onFireLimit Signal is dispatched if Weapon.fireLimit
is > 0, and a bullet launch takes the number
of shots fired to equal the fire limit.
The callback is sent two arguments: A reference to the Weapon that hit the limit, and the value ofWeapon.fireLimit
.
onKill : Phaser.Signal
The onKill Signal is dispatched each time a Bullet that is in-flight is killed. This can be the result
of leaving the Weapon bounds, an expiring lifespan, or exceeding a specified distance.
The callback is sent one argument: A reference to the bullet sprite itself.
shots : number
The total number of bullets this Weapon has fired so far.
You can limit the number of shots allowed (via fireLimit
), and reset
this total via Weapon.resetShots
.
trackedPointer : Phaser.Pointer
The Pointer currently being tracked by the Weapon, if any.
This is set via the Weapon.trackPointer
method.
trackedSprite : Phaser.Sprite | Object
The Sprite currently being tracked by the Weapon, if any.
This is set via the Weapon.trackSprite
method.
Type
trackOffset : Phaser.Point
The Track Offset is a Point object that allows you to specify a pixel offset that bullets use
when launching from a tracked Sprite or Pointer. For example if you've got a bullet that is 2x2 pixels
in size, but you're tracking a Sprite that is 32x32, then you can set trackOffset.x = 16
to have
the bullet launched from the center of the Sprite.
trackRotation : boolean
If the Weapon is tracking a Sprite, should it also track the Sprites rotation?
This is useful for a game such as Asteroids, where you want the weapon to fire based
on the sprites rotation.
x : number
The x coordinate from which bullets are fired. This is the same as Weapon.fireFrom.x
, and
can be overridden by the Weapon.fire
arguments.
y : number
The y coordinate from which bullets are fired. This is the same as Weapon.fireFrom.y
, and
can be overridden by the Weapon.fire
arguments.
Public Methods
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- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: plugins/weapon/WeaponPlugin.js (Line 598)
addBulletAnimation(name, frames, frameRate, loop, useNumericIndex) → {Phaser.Weapon}
Adds a new animation under the given key. Optionally set the frames, frame rate and loop.
The arguments are all the same as for Animation.add
, and work in the same way.
Weapon.bulletAnimation
will be set to this animation after it's created. From that point on, all
bullets fired will play using this animation. You can swap between animations by calling this method
several times, and then just changing the Weapon.bulletAnimation
property to the name of the animation
you wish to play for the next launched bullet.
If you wish to stop using animations at all, set Weapon.bulletAnimation
to '' (an empty string).
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
name | string | The unique (within the Weapon instance) name for the animation, i.e. "fire", "blast". | ||
frames | Array | <optional> | null | An array of numbers/strings that correspond to the frames to add to this animation and in which order. e.g. [1, 2, 3] or ['run0', 'run1', run2]). If null then all frames will be used. |
frameRate | number | <optional> | 60 | The speed at which the animation should play. The speed is given in frames per second. |
loop | boolean | <optional> | false | Whether or not the animation is looped or just plays once. |
useNumericIndex | boolean | <optional> | true | Are the given frames using numeric indexes (default) or strings? |
Returns
The Weapon Plugin.
createBullets(quantity, key, frame, group) → {Phaser.Weapon}
This method performs two actions: First it will check to see if the Weapon.bullets
Group exists or not,
and if not it creates it, adding it the group
given as the 4th argument.
Then it will seed the bullet pool with the quantity
number of Bullets, using the texture key and frame
provided (if any).
If for example you set the quantity to be 10, then this Weapon will only ever be able to have 10 bullets
in-flight simultaneously. If you try to fire an 11th bullet then nothing will happen until one, or more, of
the in-flight bullets have been killed, freeing them up for use by the Weapon again.
If you do not wish to have a limit set, then pass in -1 as the quantity. In this instance the Weapon will
keep increasing the size of the bullet pool as needed. It will never reduce the size of the pool however,
so be careful it doesn't grow too large.
You can either set the texture key and frame here, or via the Weapon.bulletKey
and Weapon.bulletFrame
properties. You can also animate bullets, or set them to use random frames. All Bullets belonging to a
single Weapon instance must share the same texture key however.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
quantity | integer | <optional> | 1 | The quantity of bullets to seed the Weapon with. If -1 it will set the pool to automatically expand. |
key | string | <optional> | The Game.cache key of the image that this Sprite will use. | |
frame | integer | string | <optional> | If the Sprite image contains multiple frames you can specify which one to use here. | |
group | Phaser.Group | <optional> | Optional Group to add the object to. If not specified it will be added to the World group. |
Returns
This Weapon instance.
debug(x, y, debugBodies)
Uses Game.Debug
to draw some useful information about this Weapon, including the number of bullets
both in-flight, and available. And optionally the physics debug bodies of the bullets.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
x | integer | <optional> | 16 | The coordinate, in screen space, at which to draw the Weapon debug data. |
y | integer | <optional> | 32 | The coordinate, in screen space, at which to draw the Weapon debug data. |
debugBodies | boolean | <optional> | false | Optionally draw the physics body of every bullet in-flight. |
destroy()
Destroys this Weapon. It removes itself from the PluginManager, destroys
the bullets Group, and nulls internal references.
fire(from, x, y) → {Phaser.Bullet}
Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended,
then this method returns false
. It will also return false if not enough time has expired since the last time
the Weapon was fired, as defined in the Weapon.fireRate
property.
Otherwise the first available bullet is selected and launched.
The arguments are all optional, but allow you to control both where the bullet is launched from, and aimed at.
If you don't provide any of the arguments then it uses those set via properties such as Weapon.trackedSprite
,Weapon.bulletAngle
and so on.
When the bullet is launched it has its texture and frame updated, as required. The velocity of the bullet is
calculated based on Weapon properties like bulletSpeed
.
Parameters
Name | Type | Argument | Description |
---|---|---|---|
from | Phaser.Sprite | Phaser.Point | Object | <optional> | Optionally fires the bullet from the |
x | number | <optional> | The x coordinate, in world space, to fire the bullet towards. If left as |
y | number | <optional> | The y coordinate, in world space, to fire the bullet towards. If left as |
Returns
The fired bullet if successful, null otherwise.
fireAtPointer(pointer) → {Phaser.Bullet}
Fires a bullet at the given Pointer. The bullet will be launched from the Weapon.fireFrom
position,
or from a Tracked Sprite or Pointer, if you have one set.
Parameters
Name | Type | Argument | Description |
---|---|---|---|
pointer | Phaser.Pointer | <optional> | The Pointer to fire the bullet towards. |
Returns
The fired bullet if successful, null otherwise.
fireAtSprite(sprite) → {Phaser.Bullet}
Fires a bullet at the given Sprite. The bullet will be launched from the Weapon.fireFrom
position,
or from a Tracked Sprite or Pointer, if you have one set.
Parameters
Name | Type | Argument | Description |
---|---|---|---|
sprite | Phaser.Sprite | <optional> | The Sprite to fire the bullet towards. |
Returns
The fired bullet if successful, null otherwise.
fireAtXY(x, y) → {Phaser.Bullet}
Fires a bullet at the given coordinates. The bullet will be launched from the Weapon.fireFrom
position,
or from a Tracked Sprite or Pointer, if you have one set.
Parameters
Name | Type | Argument | Description |
---|---|---|---|
x | number | <optional> | The x coordinate, in world space, to fire the bullet towards. |
y | number | <optional> | The y coordinate, in world space, to fire the bullet towards. |
Returns
The fired bullet if successful, null otherwise.
forEach(callback, callbackContext, args) → {Phaser.Weapon}
Call a function on each in-flight bullet in this Weapon.
See forEachExists for more details.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
callback | function | The function that will be called for each applicable child. The child will be passed as the first argument. | ||
callbackContext | object | The context in which the function should be called (usually 'this'). | ||
args | any | <optional> <repeatable> | (none) | Additional arguments to pass to the callback function, after the child item. |
Returns
This Weapon instance.
killAll() → {Phaser.Weapon}
Calls Bullet.kill
on every in-flight bullet in this Weapon.
Also re-enables their physics bodies, should they have been disabled via pauseAll
.
Returns
This Weapon instance.
pauseAll() → {Phaser.Weapon}
Sets Body.enable
to false
on each bullet in this Weapon.
This has the effect of stopping them in-flight should they be moving.
It also stops them being able to be checked for collision.
Returns
This Weapon instance.
resetShots(newLimit) → {Phaser.Weapon}
Resets the Weapon.shots
counter back to zero. This is used when you've setWeapon.fireLimit
, and have hit (or just wish to reset) your limit.
Parameters
Name | Type | Argument | Description |
---|---|---|---|
newLimit | integer | <optional> | Optionally set a new |
Returns
This Weapon instance.
resumeAll() → {Phaser.Weapon}
Sets Body.enable
to true
on each bullet in this Weapon.
This has the effect of resuming their motion should they be in-flight.
It also enables them for collision checks again.
Returns
This Weapon instance.
setBulletBodyOffset(width, height, offsetX, offsetY) → {Phaser.Weapon}
You can modify the size of the physics Body the Bullets use to be any dimension you need.
This allows you to make it smaller, or larger, than the parent Sprite.
You can also control the x and y offset of the Body. This is the position of the
Body relative to the top-left of the Sprite texture.
For example: If you have a Sprite with a texture that is 80x100 in size,
and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
setSize(32, 32, 24, 34)
Where the first two parameters is the new Body size (32x32 pixels).
24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
is the vertical offset.
Parameters
Name | Type | Argument | Description |
---|---|---|---|
width | number | The width of the Body. | |
height | number | The height of the Body. | |
offsetX | number | <optional> | The X offset of the Body from the top-left of the Sprites texture. |
offsetY | number | <optional> | The Y offset of the Body from the top-left of the Sprites texture. |
Returns
The Weapon Plugin.
setBulletFrames(min, max, cycle, random) → {Phaser.Weapon}
Sets the texture frames that the bullets can use when being launched.
This is intended for use when you've got numeric based frames, such as those loaded via a Sprite Sheet.
It works by calling Phaser.ArrayUtils.numberArray
internally, using the min and max values
provided. Then it sets the frame index to be zero.
You can optionally set the cycle and random booleans, to allow bullets to cycle through the frames
when they're fired, or pick one at random.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
min | integer | The minimum value the frame can be. Usually zero. | ||
max | integer | The maximum value the frame can be. | ||
cycle | boolean | <optional> | true | Should the bullet frames cycle as they are fired? |
random | boolean | <optional> | false | Should the bullet frames be picked at random as they are fired? |
Returns
The Weapon Plugin.
trackPointer(pointer, offsetX, offsetY) → {Phaser.Weapon}
Sets this Weapon to track the given Pointer.
When a Weapon tracks a Pointer it will automatically update its fireFrom
value to match the Pointers
position within the Game World, adjusting the coordinates based on the offset arguments.
This allows you to lock a Weapon to a Pointer, so that bullets are always launched from its location.
Calling trackPointer
will reset Weapon.trackedSprite
to null, should it have been set, as you can
only track either a Pointer, or a Sprite, at once, but not both.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
pointer | Phaser.Pointer | <optional> | The Pointer to track the position of. Defaults to | |
offsetX | integer | <optional> | 0 | The horizontal offset from the Pointers position to be applied to the Weapon. |
offsetY | integer | <optional> | 0 | The vertical offset from the Pointers position to be applied to the Weapon. |
Returns
This Weapon instance.
trackSprite(sprite, offsetX, offsetY, trackRotation) → {Phaser.Weapon}
Sets this Weapon to track the given Sprite, or any Object with a public world
Point object.
When a Weapon tracks a Sprite it will automatically update its fireFrom
value to match the Sprites
position within the Game World, adjusting the coordinates based on the offset arguments.
This allows you to lock a Weapon to a Sprite, so that bullets are always launched from its location.
Calling trackSprite
will reset Weapon.trackedPointer
to null, should it have been set, as you can
only track either a Sprite, or a Pointer, at once, but not both.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
sprite | Phaser.Sprite | Object | The Sprite to track the position of. | ||
offsetX | integer | <optional> | 0 | The horizontal offset from the Sprites position to be applied to the Weapon. |
offsetY | integer | <optional> | 0 | The vertical offset from the Sprites position to be applied to the Weapon. |
trackRotation | boolean | <optional> | false | Should the Weapon also track the Sprites rotation? |
Returns
This Weapon instance.
<internal> update()
Internal update method, called by the PluginManager.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Weapon.html