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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/plugins/weapon/WeaponPlugin.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> <li class="class-depth-0"> <a href="Phaser.KeyCode.html">KeyCode</a> </li> <li class="class-depth-0"> <a href="PIXI.html">PIXI</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArraySet.html">ArraySet</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayUtils.html">ArrayUtils</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Bullet.html">Bullet</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Angle.html">Angle</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Animation.html">Animation</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.AutoCull.html">AutoCull</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Bounds.html">Bounds</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.BringToTop.html">BringToTop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Core.html">Core</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Crop.html">Crop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Delta.html">Delta</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Destroy.html">Destroy</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Health.html">Health</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InCamera.html">InCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InputEnabled.html">InputEnabled</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InWorld.html">InWorld</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LifeSpan.html">LifeSpan</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LoadTexture.html">LoadTexture</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li class="class-depth-1"> <a href="Phaser.Weapon.html">Weapon</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> <li class="class-depth-1"> <a href="PIXI.AbstractFilter.html">AbstractFilter</a> </li> <li class="class-depth-1"> <a href="PIXI.BaseTexture.html">BaseTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasBuffer.html">CanvasBuffer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasGraphics.html">CanvasGraphics</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasPool.html">CanvasPool</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasRenderer.html">CanvasRenderer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasTinter.html">CanvasTinter</a> </li> <li class="class-depth-1"> <a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObject.html">DisplayObject</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a> </li> <li class="class-depth-1"> <a href="PIXI.EarCut.html">EarCut</a> </li> <li class="class-depth-1"> <a href="PIXI.Event.html">Event</a> </li> <li class="class-depth-1"> <a href="PIXI.EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="PIXI.FilterTexture.html">FilterTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="PIXI.GraphicsData.html">GraphicsData</a> </li> <li class="class-depth-1"> <a href="PIXI.PIXI.html">PIXI</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiFastShader.html">PixiFastShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiShader.html">PixiShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PolyK.html">PolyK</a> </li> <li class="class-depth-1"> <a href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLRenderer.html">WebGLRenderer</a> </li> </ul> </li> <li class="dropdown"> <a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_UP">ANGLE_UP</a> </li> <li class="class-depth-0"> <a href="global.html#AUTO">AUTO</a> </li> <li 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href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/plugins/weapon/WeaponPlugin.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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);` * * @class Phaser.Weapon * @constructor * @param {Phaser.Game} game - A reference to the current Phaser.Game instance. * @param {Phaser.PluginManager} parent - The Phaser Plugin Manager which looks after this plugin. */ Phaser.Weapon = function (game, parent) { Phaser.Plugin.call(this, game, parent); /** * This is the Phaser.Group that contains all of the bullets managed by this plugin. * @type {Phaser.Group} */ this.bullets = null; /** * 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. * @type {boolean} */ this.autoExpandBulletsGroup = false; /** * Will this weapon auto fire? If set to true then a new bullet will be fired * based on the `fireRate` value. * @type {boolean} */ this.autofire = false; /** * 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`. * @type {number} */ this.shots = 0; /** * 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`. * @type {number} */ this.fireLimit = 0; /** * The rate at which this Weapon can fire. The value is given in milliseconds. * @type {number} */ this.fireRate = 100; /** * 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. * @type {number} */ this.fireRateVariance = 0; /** * 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. * @type {Phaser.Rectangle} */ this.fireFrom = new Phaser.Rectangle(0, 0, 1, 1); /** * 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. * @type {integer} */ this.fireAngle = Phaser.ANGLE_UP; /** * When a Bullet is fired it can optionally inherit the velocity of the `trackedSprite` if set. * @type {boolean} */ this.bulletInheritSpriteSpeed = false; /** * The string based name of the animation that the Bullet will be given on launch. * This is set via `Weapon.addBulletAnimation`. * @type {string} */ this.bulletAnimation = ''; /** * 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. * @type {boolean} */ this.bulletFrameRandom = false; /** * 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. * @type {boolean} */ this.bulletFrameCycle = false; /** * Should the Bullets wrap around the world bounds? This automatically calls * `World.wrap` on the Bullet each frame. See the docs for that method for details. * @type {boolean} */ this.bulletWorldWrap = false; /** * 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. * @type {integer} */ this.bulletWorldWrapPadding = 0; /** * 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. * @type {number} */ this.bulletAngleOffset = 0; /** * 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. * @type {number} */ this.bulletAngleVariance = 0; /** * 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. * @type {number} */ this.bulletSpeed = 200; /** * 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. * @type {number} */ this.bulletSpeedVariance = 0; /** * 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. * @type {number} */ this.bulletLifespan = 0; /** * 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. * @type {number} */ this.bulletKillDistance = 0; /** * This is the amount of gravity added to the Bullets physics body when fired. * Gravity is expressed in pixels / second / second. * @type {Phaser.Point} */ this.bulletGravity = new Phaser.Point(0, 0); /** * 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`. * @type {boolean} */ this.bulletRotateToVelocity = false; /** * The Texture Key that the Bullets use when rendering. * Changing this has no effect on bullets in-flight, only on newly spawned bullets. * @type {string} */ this.bulletKey = ''; /** * The Texture Frame that the Bullets use when rendering. * Changing this has no effect on bullets in-flight, only on newly spawned bullets. * @type {string|integer} */ this.bulletFrame = ''; /** * Private var that holds the public `bulletClass` property. * @type {object} * @private */ this._bulletClass = Phaser.Bullet; /** * Private var that holds the public `bulletCollideWorldBounds` property. * @type {boolean} * @private */ this._bulletCollideWorldBounds = false; /** * Private var that holds the public `bulletKillType` property. * @type {integer} * @private */ this._bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; /** * Holds internal data about custom bullet body sizes. * * @type {Object} * @private */ this._data = { customBody: false, width: 0, height: 0, offsetX: 0, offsetY: 0 }; /** * 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. * * @type {Phaser.Rectangle} */ this.bounds = new Phaser.Rectangle(); /** * The Rectangle used to calculate the bullet bounds from. * * @type {Phaser.Rectangle} * @private */ this.bulletBounds = game.world.bounds; /** * This array stores the frames added via `Weapon.setBulletFrames`. * * @type {Array} * @protected */ this.bulletFrames = []; /** * The index of the frame within `Weapon.bulletFrames` that is currently being used. * This value is only used if `Weapon.bulletFrameCycle` is set to `true`. * @type {number} * @private */ this.bulletFrameIndex = 0; /** * An internal object that stores the animation data added via `Weapon.addBulletAnimation`. * @type {Object} * @private */ this.anims = {}; /** * 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 Weapon that fired the bullet, * and a reference to the bullet sprite itself. * * @type {Phaser.Signal} */ this.onFire = new 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. * * @type {Phaser.Signal} */ this.onKill = new 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 of * `Weapon.fireLimit`. * * @type {Phaser.Signal} */ this.onFireLimit = new Phaser.Signal(); /** * The Sprite currently being tracked by the Weapon, if any. * This is set via the `Weapon.trackSprite` method. * * @type {Phaser.Sprite|Object} */ this.trackedSprite = null; /** * The Pointer currently being tracked by the Weapon, if any. * This is set via the `Weapon.trackPointer` method. * * @type {Phaser.Pointer} */ this.trackedPointer = null; /** * 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. * * @type {boolean} */ this.trackRotation = false; /** * 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. * * @type {Phaser.Point} */ this.trackOffset = new Phaser.Point(); /** * Internal firing rate time tracking variable. * * @type {number} * @private */ this._nextFire = 0; }; Phaser.Weapon.prototype = Object.create(Phaser.Plugin.prototype); Phaser.Weapon.prototype.constructor = Phaser.Weapon; /** * A `bulletKillType` constant that stops the bullets from ever being destroyed automatically. * @constant * @type {integer} */ Phaser.Weapon.KILL_NEVER = 0; /** * A `bulletKillType` constant that automatically kills the bullets when their `bulletLifespan` expires. * @constant * @type {integer} */ Phaser.Weapon.KILL_LIFESPAN = 1; /** * A `bulletKillType` constant that automatically kills the bullets after they * exceed the