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Showing results for tags 'startposition'.
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Hello, I created weapon animated from a spritesheet however the images on the sheet where a bit oversized. I know I can make the spritesheet smaller but it kindoff defeats my purpose of learning more in programming;) So when I scaled the weapon itself (fireball) to be half its sprites size its starting position also changed. Therefore I figured I' d anchor the weapon in the right position. But for some reason it keeps stating " anchor = undefined". So, anyone sees whats going wrong here? //This line is the one bugging out. I tried setting the anchor on each bullet and on the weapon itself. The console states 'anchor is undefined" this.weapon.anchor.setTo(0.5, 0.5); var weapon; create: function () { game.world.setBounds(0, 0, 1920, 560); game.physics.startSystem(Phaser.Physics.ARCADE); game.physics.arcade.gravity.y = 1000; this.weapon = game.add.weapon(1, "fireball"); // here I scale the weapon the fireball this.weapon.bullets.scale.setTo(0.5); this.weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; this.weapon.bulletSpeed = 300; this.weapon.fireRate = 500; //will use more sprites in the near future this.weapon.addBulletAnimation('fire',[23], 10, true ); this.weapon.trackSprite(player, 0, 0 , false); this.weapon.allowGravity = false; this.weapon.bulletGravity.y = -1000; //here I attempt to set the anchor so the weapon will be pushed to the right startposition this.weapon.anchor.setTo(0.5, 0.5); //this.weapon = action.attack.weapon; console.log(this.weapon); //u create controls cursors = game.input.keyboard.createCursorKeys(); //register hotkey this.fire = game.input.keyboard.addKey(Phaser.Keyboard.W); // Stop the following keys from propagating up to the browser game.input.keyboard.addKeyCapture([Phaser.Keyboard.E]); },