Lutcikaur Posted January 19, 2014 Share Posted January 19, 2014 So ive been debugging some code off of the tanks bullet example. I dont know how many bullets will be fired at once, but i want to always have a reasonable amount available. the following code is run on player initialization bullets = game.add.group();bullets.createMultiple(30, 'bullet');bullets.setAll('anchor.x', 0.5);bullets.setAll('anchor.y', 0.5);bullets.setAll('outOfBoundsKill', true);and on fire the following code is run.if(game.time.now > nextFire) { var num = bullets.countLiving()+bullets.countDead(); if(bullets.countLiving() > num/2) { bullets.createMultiple(num, 'bullet'); bullets.setAll('anchor.x', 0.5); bullets.setAll('anchor.y', 0.5); bullets.setAll('outOfBoundsKill', true); } nextFire = game.time.now+fireRate; var bullet=bullets.getFirstDead(); bullet.reset(knight.x,knight.y); bullet.rotation=game.physics.moveToPointer(bullet,500);} After logging the values of bullets.total, bullets.length, and bullets.countAlive . . . they all return the same values.Im using dead+alive to do my calculation... but the documentation makes it seem like total or length should be the one i use (and that somehow they are different) Also.. outOfBoundsKill varies wildly. firing from where my character spawns every 100ms, for 30 bullets that move at 1000 "rate", i fire for 3 seconds(ish) then wait three seconds, then i can fire again. Thats okay. But if i fire and walk with the bullets, at say 500, the same firing pattern wont happen. the bullets stay alive for a much longer period of time, leaving me with longer 'dry periods' without having bullets fire. If i move fast enough , having bullets travel at 500 and my character moving at 500, the bullets stay alive for as long as im with them. I must not be understanding something correctly. Link to comment Share on other sites More sharing options...
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