Issue
i am trying to make my bullet travel towards the cursor location. I have tried lots of things and I just can’t get it to work. I have the player arm set up to always move to the player shoulder level. The player’s arm and the gun has the same rotation value. The rotation value is calculated using Phaser.Math.Angle.BetweenPoints(playerArm, player1Aim);
. I found a couple examples but i couldn’t get them to work. Please teach me how to use it. I am a newbie. Please help. Here is my code:
var config = {
type: Phaser.AUTO,
width: 512,
height: 512,
physics: {
default: 'arcade',
arcade: {
gravity: {
y: 1500
},
debug: false
}
},
scene: {
preload: preload,
create: create,
update: update
}
// plugins: {
// global: [{
// key: 'PhaserPauseRenderPlugin',
// plugin: PhaserPauseRenderPlugin,
// mapping: 'render'
// }]
// }
};
// class SceneMain extends Phaser.Scene {
// constructor() {
// super('SceneMain');
// }
// preload() {}
// create() {
// //make 3 bars
// let healthBar = this.makeBar(140, 100, 0x2ecc71);
// this.setValue(healthBar, 100);
// // let powerBar = this.makeBar(140, 200, 0xe74c3c);
// // this.setValue(powerBar, 50);
// // let magicBar = this.makeBar(140, 300, 0x2980b9);
// // this.setValue(magicBar, 33);
// }
// makeBar(x, y, color) {
// //draw the bar
// let bar = this.add.graphics();
// //color the bar
// bar.fillStyle(color, 1);
// //fill the bar with a rectangle
// bar.fillRect(0, 0, 200, 50);
// //position the bar
// bar.x = x;
// bar.y = y;
// //return the bar
// return bar;
// }
// setValue(bar, percentage) {
// //scale the bar
// bar.scaleX = percentage / 100;
// }
// update() {}
// }
var player;
var platforms;
var cursors;
var gameOver = false;
var score = 0;
var time;
var waves;
var enemies;
var enemy;
var health;
var hacking = false;
var timer;
var enemyCount = 0;
var startGame = false;
var timeSpeed = 1;
var keys;
var damageStrike = 0;
var toMouse = 0;
var toPlayer = 0;
var bullets;
var ship;
var speed;
var stats;
var cursors;
var lastFired = 0;
var fire = false;
var pointerDown = false;
// var healthBar = new SceneMain();
// spaceBar input
// var spaceBar = Phaser.Input.Keyboard.KeyCodes.SPACE;
var game = new Phaser.Game(config);
function preload() {
//this.load.image('platform', 'images/platform.png');
// this.load.image('background', 'images/background.png');z
this.load.image('background', 'images/background.png');
this.load.image('platform', 'images/platform.png');
this.load.image('longPlatform', 'images/platform long.png');
this.load.image('itembg', 'images/item bg.png');
this.load.image('playerArm', 'images/player arm.png');
this.load.image('enemyArm', 'images/enemy arm.png');
this.load.image('playerGun', 'images/player gun.png');
this.load.image('enemyGun', 'images/enemy gun.png');
this.load.image('medkit', 'images/medkit.png');
this.load.image('aim', 'images/aim.png');
this.load.image('bullet', 'images/laser.png');
this.load.spritesheet('player', 'images/player idle-1.png', {
frameWidth: 49,
frameHeight: 128
});
this.load.spritesheet('enemy', 'images/enemy.png', {
frameWidth: 49,
frameHeight: 128
});
}
function create() {
// var Bullet = new Phaser.Class({
// Extends: Phaser.GameObjects.Image,
// initialize:
// // Bullet Constructor
// function Bullet(scene) {
// Phaser.GameObjects.Image.call(this, scene, 0, 0, 'bullet');
// this.speed = 1;
// this.born = 0;
// this.direction = 0;
// this.xSpeed = 0;
// this.ySpeed = 0;
// this.setSize(12, 12, true);
// },
// // Fires a bullet from the player to the reticle
// fire: function(player, target) {
// this.setPosition(player.x, player.y); // Initial position
// this.direction = Math.atan((target.x - this.x) / (target.y - this.y));
// // Calculate X and y velocity of bullet to moves it from shooter to target
// if (target.y >= this.y) {
// this.xSpeed = this.speed * Math.sin(this.direction);
// this.ySpeed = this.speed * Math.cos(this.direction);
// } else {
// this.xSpeed = -this.speed * Math.sin(this.direction);
// this.ySpeed = -this.speed * Math.cos(this.direction);
// }
// this.rotation = player.rotation; // angle bullet with shooters rotation
// this.born = 0; // Time since new bullet spawned
// },
// // Updates the position of the bullet each cycle
// update: function(time, delta) {
// this.x += this.xSpeed * delta;
// this.y += this.ySpeed * delta;
// this.born += delta;
// if (this.born > 500) {
// this.setActive(false);
// this.setVisible(false);
// }
// }
// });
// playerBullets = this.physics.add.group({
// classType: Bullet,
// runChildUpdate: true
// });
speed = Phaser.Math.GetSpeed(300, 1);
// healthBar.makeBar(32, 32, 0xffffff);
// console.log(timer);
// add background
// this.add.image(256, 256, 'background');
background = this.add.image(256, 256, 'background');
background.alpha = 0.8;
itemBg = this.add.image(256, 520, 'itembg')
platforms = this.physics.add.staticGroup();
// Here we create the ground.
platforms.create(256, 450, 'longPlatform').refreshBody();;
// platforms.create(256, 450, 'platform');
platforms.create(50, 175, 'platform');
platforms.create(460, 175, 'platform');
platforms.create(50, 350, 'platform');
platforms.create(460, 350, 'platform');
platforms.create(265, 250, 'platform');
player = this.physics.add.sprite(256, 10, 'player');
player.setScale(0.5);
player.setBounce(0.1);
player.setCollideWorldBounds(true);
playerArm = this.add.image(256, 256, 'playerArm');
playerArm.setScale(0.5);
playerArm.angle = 0;
playerGun = this.add.image(256, 256, 'playerGun');
playerGun.setScale(0.5);
playerGun.angle = 0;
enemyArm = this.add.image(256, 256, 'enemyArm');
enemyArm.setScale(0.5);
enemyArm.angle = 0;
enemyGun = this.add.image(256, 256, 'enemyGun');
enemyGun.setScale(0.5);
enemyGun.angle = 0;
player1Aim = this.add.image(256, 256, 'aim');
player1Aim.setScale(2);
player1Aim.angle = 0;
bullet = this.add.image(256, 10, 'bullet');
bullet.setScale(0.25);
bullet.angle = 0;
var playerX = player.x;
var playerY = player.y;
enemies = this.physics.add.group();
medkits = this.physics.add.group();
spawn = (x, enemyName) => {
enemyPlayer = this.physics.add.sprite(x, 20, enemyName);
// enemyPlayer = this.physics.add.sprite.destroy(true);
console.log(enemyPlayer);
enemyPlayer.setScale(0.5);
enemyPlayer.setBounce(0.1);
enemyPlayer.setCollideWorldBounds(true);
enemyPlayer.allowGravity = true;
return enemyPlayer;
}
spawnMedkit = (x, enemyName) => {
enemyPlayer = this.physics.add.sprite(x, 20, enemyName);
// enemyPlayer = this.physics.add.sprite.destroy(true);
console.log(enemyPlayer);
enemyPlayer.setScale(1);
enemyPlayer.setBounce(0.1);
enemyPlayer.setCollideWorldBounds(true);
enemyPlayer.allowGravity = true;
return enemyPlayer;
}
enemy = spawn(450, 'enemy');
medkit = spawnMedkit(100, 'medkit');
enemyCount += 1;
console.log(enemyCount);
// enemy = enemies.create(450, 20, 'enemy')
// // enemies.create(250, 20, 'enemy')
// enemy.setScale(0.5)
// enemy.setBounce(0.1);
// enemy.setCollideWorldBounds(true);
// enemy.allowGravity = true;
cursors = this.input.keyboard.createCursorKeys();
this.physics.add.collider(player, platforms);
this.physics.add.collider(enemy, platforms);
this.physics.add.collider(medkit, platforms);
// this.physics.add.collider(bombs, platforms);
health = 100;
waves = 0;
// timer = this.time.create(false);
// The score
scoreText = this.add.text(16, 16, 'score: 0', {
fontSize: '25px',
fill: '#00FFFF'
});
// FPS
fps = this.add.text(16, 50, game.loop.actualFps, {
fontSize: '15px',
fill: '#00FFFF'
});
timeScale = this.add.text(16, 70, this.physics.world.timeScale, {
fontSize: '15px',
fill: '#00FFFF'
});
gunRotation = this.add.text(16, 100, 'gun rotation: 0', {
fontSize: '15px',
fill: '#00FFFF'
});
// gameStatus = this.add.text(16, 60, 'Game Status: Alive', {
// fontSize: '25px',
// fill: '#00FFFF'
// });
// hp = this.add.text(16, 100, 'Health: ' + health, {
// fontSize: '25px',
// fill: '#00FFFF'
// });
// add collisions
this.physics.add.collider(player, enemy, damage, null, this);
this.physics.add.collider(player, medkit, healByMedkit, null, this);
// this.physics.add.collider(laser, enemy, hit, null, this);
keys = this.input.keyboard.addKeys('W,A,S,D,F,J,K,L,SPACE');
var r1 = this.add.rectangle(playerX, playerY - 15, 200, 69, 10, 0x6666ff);
this.input.on('pointermove', function(pointer) {
toMouse = Phaser.Math.Angle.BetweenPoints(playerArm, player1Aim);
});
this.input.on('pointerdown', function(pointer) {
// shoot the bullet towards the cursor (player1Aim)
});
startGame = true;
}
function update(time, delta) {
var playerX = player.x;
var playerY = player.y;
var enemyX = enemy.x;
var enemyY = enemy.y;
var playerArmX = playerArm.x;
var playerArmY = playerArm.y;
var playerArmRotation = playerArm.angle;
var mouseX = game.input.mousePointer.x;
var mouseY = game.input.mousePointer.y;
// var theta =
// console.log(playerArmRotation);
// position the arm to the shoulder level of the player
playerArm.x = playerX;
playerArm.y = playerY - 5;
playerGun.x = playerX;
playerGun.y = playerY - 3;
enemyArm.x = enemyX;
enemyArm.y = enemyY - 5;
enemyGun.x = enemyX;
enemyGun.y = enemyY - 5;
player1Aim.x = mouseX;
player1Aim.y = mouseY;
toPlayer = Phaser.Math.Angle.BetweenPoints(enemy, player);
playerArm.rotation = Phaser.Math.Angle.BetweenPoints(playerArm, player1Aim);
playerGun.rotation = Phaser.Math.Angle.BetweenPoints(playerArm, player1Aim);
enemyArm.rotation = toPlayer;
enemyGun.rotation = toPlayer;
// rotate gun for player
if (playerGun.angle >= 90 || playerGun.angle <= -90) {
playerGun.flipY = true;
// console.log('flipped')
} else {
playerGun.flipY = false;
}
// rotate gun for player
if (enemyGun.angle >= 90 || enemyGun.angle <= -90) {
enemyGun.flipY = true;
// console.log('flipped')
} else {
enemyGun.flipY = false;
}
// this.input.on('pointerdown', function(pointer) {
// if (pointerDown == false) {
// pointerDown = true;
// fire();
// console.log('FIRE');
// } else {
// pointerDown = false;
// }
// });
// this.input.on('pointerdown', function(pointer, time, lastFired) {
// if (player.active === false)
// return;
// // Get bullet from bullets group
// var bullet = playerBullets.get().setActive(true).setVisible(true);
// if (bullet) {
// bullet.fire(playerGun, player1Aim);
// // this.physics.add.collider(enemy, bullet, enemyHitCallback);
// }
// }, this);
// this.input.on('pointerdown', function(pointer) {
// if (time > lastFired) {
// var bullet = bullets.get();
// console.log('test2');
// if (bullet) {
// // bullet.rotation = playerGun.rotation;
// bullet.fire(playerGun.x, playerGun.y);
// lastFired = time + 50;
// }
// }
// });
if (startGame == true) {
if (keys.J.isDown) {
this.physics.world.timeScale = 1.75;
// console.log(this.physics.world.timeScale);
// timeSpeed = 0.5;
// console.log(timeSpeed);
} else
if (keys.K.isDown) {
this.physics.world.timeScale = 0.75;
// timeSpeed = 1;
}
if (keys.L.isDown) {
}
if (gameOver) {
return;
gameStatus.setText('Game Status: Dead')
}
if (cursors.left.isDown || keys.A.isDown) {
player.setVelocityX(-160 * timeSpeed);
} else if (cursors.right.isDown || keys.D.isDown) {
player.setVelocityX(160 * timeSpeed);
} else {
player.setVelocityX(0 * timeSpeed);
}
if (cursors.up.isDown && player.body.touching.down) {
player.setVelocityY(-650 * timeSpeed);
}
if (keys.W.isDown && player.body.touching.down) {
player.setVelocityY(-650 * timeSpeed);
}
if (keys.SPACE.isDown && player.body.touching.down) {
player.setVelocityY(-650 * timeSpeed);
}
if (waves == 0) {
waves += 1;
console.log(waves)
}
fps.setText('fps: ' + game.loop.actualFps);
scoreText.setText('Score: ' + score);
timeScale.setText('timeScale: ' + this.physics.world.timeScale);
gunRotation.setText('gun rotation: ' + playerGun.angle);
}
}
function damage(player, enemy) {
enemy.disableBody(true, true);
// enemy.body.enable = false;
// enemy.body.gameObject.active = false;
enemyCount -= 1;
console.log(enemyCount);
health -= 10;
score -= 10;
damageStrike += 1;
if (enemyCount === 0) {
var randomX = Phaser.Math.FloatBetween(0, 500);
enemy.enableBody(true, randomX, 15, true, true);
enemyCount += 1;
console.log(enemyCount);
}
if (damageStrike === 3 && medkits.countActive(false) == 0) {
var randomX = Phaser.Math.FloatBetween(0, 500);
medkit.enableBody(true, randomX, 15, true, true);
damageStrike = 0;
}
console.log('Health: ' + health);
if (health <= 0) {
gameOver = true;
}
}
function hit(laser, enemy) {
score += 10;
enemy.disableBody(true, true);
}
function healByMedkit(player, medkit) {
score += 5;
health += 15;
console.log(health);
medkit.disableBody(true, true);
}
Solution
Well for rotating gameObjects in Phaser there are some things you should have to keep in mind:
- Origin of the gameObject (since the rotation occurs around this point)
- The direction / angle offset of the gameObject you want to rotate
Apart from that, everything is more or less straightforward, calculate the vector for "shooting" a bullet and set the velocity of that bullet.
Here a short demo:
In this Demo, the both main factors are shown, origin
and "angle-offset".
(It should cover the basic from your code)
document.body.style = 'margin:0;';
var config = {
type: Phaser.AUTO,
width: 536,
height: 183,
physics: {
default: 'arcade',
arcade: {
gravity:{ y: 50 },
}
},
scene: {
create,
update
},
banner: false
};
function create () {
this.add.text(10, 10, 'Click to shoot bullets')
.setOrigin(0);
// head
this.add.circle ( 42, 60, 8, 0xffffff)
.setOrigin(0);
// body
let player = this.add.rectangle( 40, 80, 20, 50, 0xffffff)
.setOrigin(0);
// sholder
this.add.circle ( 50, 90, 5, 0xff0000)
.setOrigin(0.5);
// arm
let playerArm = this.add.rectangle( 50, 90, 10, 30, 0xff0000)
// Point #1: the Point of rotation is more or less the shoulder
.setOrigin(.5, 0)
.setDepth(10);
// create bullet Group
this.bullets = this.add.group();
this.input.on('pointermove', pointer => {
let rotation = Phaser.Math.Angle.BetweenPoints(playerArm, pointer);
// Point #2: Angle-Offset since the 0 Degrees is on the right,
// and the arm is pointing down I need to subtract 90° 0 PI/2
playerArm.rotation = rotation - Math.PI / 2;
});
this.input.on('pointerdown', pointer => {
let speed = 300;
// create bullet
let bullet = this.add.circle( playerArm.x, playerArm.y, 4, 0xffff00)
.setDepth(9);
this.physics.add.existing(bullet);
// get Vector where to shoot bullet
let vector = new Phaser.Math.Vector2( pointer.x - playerArm.x, pointer.y - playerArm.y );
// set Speed of bullet
vector.setLength(speed);
// to shoot in a straightline, just comment the following line in
// bullet.body.setAllowGravity(false);
// QuickFix to destroy the bullet after 1 Second automatically
// setTimeout( () => bullet.destroy(), 1000);
// add bullet to group
this.bullets.add(bullet);
bullet.body.setVelocity(vector.x, vector.y);
});
}
function update(){
this.bullets.getChildren().forEach(bullet => {
if(bullet.x > config.width){
bullet.destroy();
}
})
}
new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>
If you want the bullet to fly without gravity / in a straight line, just add this line
bullet.body.setAllowGravity(false);
after the creation of the bullet, to turn off the physics effect for the bullet.
Answered By – winner_joiner
This Answer collected from stackoverflow, is licensed under cc by-sa 2.5 , cc by-sa 3.0 and cc by-sa 4.0