weapon(quantity, key, frame, group) → {Phaser.Weapon}
Weapons provide 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.
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 | Phaser.RenderTexture | Phaser.BitmapData | Phaser.Video | PIXI.Texture | <optional> | The image used as a texture by the bullets during rendering. If a string Phaser will get for an entry in the Image Cache. Or it can be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture. | |
frame | string | number | <optional> | If a Texture Atlas or Sprite Sheet is used this allows you to specify the frame to be used by the bullets. Use either an integer for a Frame ID or a string for a frame name. | |
group | Phaser.Group | <optional> | Optional Group to add the Weapon to. If not specified it will be added to the World group. |
Returns
A Weapon instance.
- Source code: gameobjects/GameObjectFactory.js (Line 48)
Please login to continue.