var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('bullet', 'assets/sprites/bullet.png');
game.load.image('ship', 'assets/sprites/shmup-ship.png');
}
var sprite;
var weapon;
var cursors;
var fireButton;
function create() {
// Creates 30 bullets, using the 'bullet' graphic
weapon = game.add.weapon(30, 'bullet');
// The bullet will be automatically killed when it leaves the world bounds
weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;
// Because our bullet is drawn facing up, we need to offset its rotation:
weapon.bulletAngleOffset = 90;
// The speed at which the bullet is fired
weapon.bulletSpeed = 400;
// Speed-up the rate of fire, allowing them to shoot 1 bullet every 60ms
weapon.fireRate = 60;
// Add a variance to the bullet angle by +- this value
weapon.bulletAngleVariance = 10;
sprite = this.add.sprite(320, 500, 'ship');
game.physics.arcade.enable(sprite);
// Tell the Weapon to track the 'player' Sprite, offset by 14px horizontally, 0 vertically
weapon.trackSprite(sprite, 14, 0);
cursors = this.input.keyboard.createCursorKeys();
fireButton = this.input.keyboard.addKey(Phaser.KeyCode.SPACEBAR);
}
function update() {
sprite.body.velocity.x = 0;
if (cursors.left.isDown)
{
sprite.body.velocity.x = -200;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 200;
}
if (fireButton.isDown)
{
weapon.fire();
}
}
function render() {
weapon.debug();
}