Kirino Posted August 8, 2017 Share Posted August 8, 2017 Hi all, I've a problem with weapon.fire(), he return null. here, a part of my code (where i use weapon) Quote var weapon; preload(){ game.load.image('bullet','asset/weapon/bullet.png'); game.load.spritesheet("dude","asset/sprite/dude.png",32,48); } create(){ weapon = game.add.weapon(30,'bullet'); weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; weapon.bulletSpeed = 600; weapon.fireRate = 100; player = this.add.sprite(32, game.world.height - 150, 'dude'); weapon.trackSprite(player,0,0,true); } update(){ if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { console.log(weapon.fire()); } } Link to comment Share on other sites More sharing options...
samme Posted August 8, 2017 Share Posted August 8, 2017 https://photonstorm.github.io/phaser-ce/Phaser.Weapon.html#fire Quote Attempts to fire a single Bullet. If there are no more bullets available in the pool, and the pool cannot be extended, then this method returns null. It will also return null if not enough time has expired since the last time the Weapon was fired, as defined in the Weapon.fireRate property. Kirino 1 Link to comment Share on other sites More sharing options...
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