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              <html>
<head>
<meta name="description" content="Bullet Hell" />
    <title>Phaser Coding Tips Issue 7</title>
    <meta charset="utf-8">
    <script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script>
</head>
<body>

    <div id="game"></div>

    <a href="https://phaser.io"><img src="https://files.phaser.io.s3.amazonaws.com/codingtips/issue007/phaser-tips-header1.png" title="Phaser Coding Tips Weekly" style="margin-top: 8px" /></a>
    
</body>
</html>
            
          
!
            
                  var game = new Phaser.Game(640, 400, Phaser.AUTO, 'game');

    //  Our core Bullet class
    //  This is a simple Sprite object that we set a few properties on
    //  It is fired by all of the Weapon classes

    var Bullet = function (game, key) {

        Phaser.Sprite.call(this, game, 0, 0, key);

        this.texture.baseTexture.scaleMode = PIXI.scaleModes.NEAREST;

        this.anchor.set(0.5);

        this.checkWorldBounds = true;
        this.outOfBoundsKill = true;
        this.exists = false;

        this.tracking = false;
        this.scaleSpeed = 0;

    };

    Bullet.prototype = Object.create(Phaser.Sprite.prototype);
    Bullet.prototype.constructor = Bullet;

    Bullet.prototype.fire = function (x, y, angle, speed, gx, gy) {

        gx = gx || 0;
        gy = gy || 0;

        this.reset(x, y);
        this.scale.set(1);

        this.game.physics.arcade.velocityFromAngle(angle, speed, this.body.velocity);

        this.angle = angle;

        this.body.gravity.set(gx, gy);

    };

    Bullet.prototype.update = function () {

        if (this.tracking)
        {
            this.rotation = Math.atan2(this.body.velocity.y, this.body.velocity.x);
        }

        if (this.scaleSpeed > 0)
        {
            this.scale.x += this.scaleSpeed;
            this.scale.y += this.scaleSpeed;
        }

    };

    var Weapon = {};

    ////////////////////////////////////////////////////
    //  A single bullet is fired in front of the ship //
    ////////////////////////////////////////////////////

    Weapon.SingleBullet = function (game) {

        Phaser.Group.call(this, game, game.world, 'Single Bullet', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 600;
        this.fireRate = 100;

        for (var i = 0; i < 64; i++)
        {
            this.add(new Bullet(game, 'bullet5'), true);
        }

        return this;

    };

    Weapon.SingleBullet.prototype = Object.create(Phaser.Group.prototype);
    Weapon.SingleBullet.prototype.constructor = Weapon.SingleBullet;

    Weapon.SingleBullet.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 10;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 0);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    /////////////////////////////////////////////////////////
    //  A bullet is shot both in front and behind the ship //
    /////////////////////////////////////////////////////////

    Weapon.FrontAndBack = function (game) {

        Phaser.Group.call(this, game, game.world, 'Front And Back', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 600;
        this.fireRate = 100;

        for (var i = 0; i < 64; i++)
        {
            this.add(new Bullet(game, 'bullet5'), true);
        }

        return this;

    };

    Weapon.FrontAndBack.prototype = Object.create(Phaser.Group.prototype);
    Weapon.FrontAndBack.prototype.constructor = Weapon.FrontAndBack;

    Weapon.FrontAndBack.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 10;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 180, this.bulletSpeed, 0, 0);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    //////////////////////////////////////////////////////
    //  3-way Fire (directly above, below and in front) //
    //////////////////////////////////////////////////////

    Weapon.ThreeWay = function (game) {

        Phaser.Group.call(this, game, game.world, 'Three Way', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 600;
        this.fireRate = 100;

        for (var i = 0; i < 96; i++)
        {
            this.add(new Bullet(game, 'bullet7'), true);
        }

        return this;

    };

    Weapon.ThreeWay.prototype = Object.create(Phaser.Group.prototype);
    Weapon.ThreeWay.prototype.constructor = Weapon.ThreeWay;

    Weapon.ThreeWay.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 10;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 270, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 90, this.bulletSpeed, 0, 0);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    /////////////////////////////////////////////
    //  8-way fire, from all sides of the ship //
    /////////////////////////////////////////////

    Weapon.EightWay = function (game) {

        Phaser.Group.call(this, game, game.world, 'Eight Way', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 600;
        this.fireRate = 100;

        for (var i = 0; i < 96; i++)
        {
            this.add(new Bullet(game, 'bullet5'), true);
        }

        return this;

    };

    Weapon.EightWay.prototype = Object.create(Phaser.Group.prototype);
    Weapon.EightWay.prototype.constructor = Weapon.EightWay;

    Weapon.EightWay.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 16;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 45, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 90, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 135, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 180, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 225, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 270, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 315, this.bulletSpeed, 0, 0);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    ////////////////////////////////////////////////////
    //  Bullets are fired out scattered on the y axis //
    ////////////////////////////////////////////////////

    Weapon.ScatterShot = function (game) {

        Phaser.Group.call(this, game, game.world, 'Scatter Shot', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 600;
        this.fireRate = 40;

        for (var i = 0; i < 32; i++)
        {
            this.add(new Bullet(game, 'bullet5'), true);
        }

        return this;

    };

    Weapon.ScatterShot.prototype = Object.create(Phaser.Group.prototype);
    Weapon.ScatterShot.prototype.constructor = Weapon.ScatterShot;

    Weapon.ScatterShot.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 16;
        var y = (source.y + source.height / 2) + this.game.rnd.between(-10, 10);

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 0);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    //////////////////////////////////////////////////////////////////////////
    //  Fires a streaming beam of lazers, very fast, in front of the player //
    //////////////////////////////////////////////////////////////////////////

    Weapon.Beam = function (game) {

        Phaser.Group.call(this, game, game.world, 'Beam', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 1000;
        this.fireRate = 45;

        for (var i = 0; i < 64; i++)
        {
            this.add(new Bullet(game, 'bullet11'), true);
        }

        return this;

    };

    Weapon.Beam.prototype = Object.create(Phaser.Group.prototype);
    Weapon.Beam.prototype.constructor = Weapon.Beam;

    Weapon.Beam.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 40;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 0);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    ///////////////////////////////////////////////////////////////////////
    //  A three-way fire where the top and bottom bullets bend on a path //
    ///////////////////////////////////////////////////////////////////////

    Weapon.SplitShot = function (game) {

        Phaser.Group.call(this, game, game.world, 'Split Shot', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 700;
        this.fireRate = 40;

        for (var i = 0; i < 64; i++)
        {
            this.add(new Bullet(game, 'bullet8'), true);
        }

        return this;

    };

    Weapon.SplitShot.prototype = Object.create(Phaser.Group.prototype);
    Weapon.SplitShot.prototype.constructor = Weapon.SplitShot;

    Weapon.SplitShot.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 20;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, -500);
        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 0);
        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 500);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    ///////////////////////////////////////////////////////////////////////
    //  Bullets have Gravity.y set on a repeating pre-calculated pattern //
    ///////////////////////////////////////////////////////////////////////

    Weapon.Pattern = function (game) {

        Phaser.Group.call(this, game, game.world, 'Pattern', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 600;
        this.fireRate = 40;

        this.pattern = Phaser.ArrayUtils.numberArrayStep(-800, 800, 200);
        this.pattern = this.pattern.concat(Phaser.ArrayUtils.numberArrayStep(800, -800, -200));

        this.patternIndex = 0;

        for (var i = 0; i < 64; i++)
        {
            this.add(new Bullet(game, 'bullet4'), true);
        }

        return this;

    };

    Weapon.Pattern.prototype = Object.create(Phaser.Group.prototype);
    Weapon.Pattern.prototype.constructor = Weapon.Pattern;

    Weapon.Pattern.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 20;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, this.pattern[this.patternIndex]);

        this.patternIndex++;

        if (this.patternIndex === this.pattern.length)
        {
            this.patternIndex = 0;
        }

        this.nextFire = this.game.time.time + this.fireRate;

    };

    ///////////////////////////////////////////////////////////////////
    //  Rockets that visually track the direction they're heading in //
    ///////////////////////////////////////////////////////////////////

    Weapon.Rockets = function (game) {

        Phaser.Group.call(this, game, game.world, 'Rockets', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 400;
        this.fireRate = 250;

        for (var i = 0; i < 32; i++)
        {
            this.add(new Bullet(game, 'bullet10'), true);
        }

        this.setAll('tracking', true);

        return this;

    };

    Weapon.Rockets.prototype = Object.create(Phaser.Group.prototype);
    Weapon.Rockets.prototype.constructor = Weapon.Rockets;

    Weapon.Rockets.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 10;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, -700);
        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 700);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    ////////////////////////////////////////////////////////////////////////
    //  A single bullet that scales in size as it moves across the screen //
    ////////////////////////////////////////////////////////////////////////

    Weapon.ScaleBullet = function (game) {

        Phaser.Group.call(this, game, game.world, 'Scale Bullet', false, true, Phaser.Physics.ARCADE);

        this.nextFire = 0;
        this.bulletSpeed = 800;
        this.fireRate = 100;

        for (var i = 0; i < 32; i++)
        {
            this.add(new Bullet(game, 'bullet9'), true);
        }

        this.setAll('scaleSpeed', 0.05);

        return this;

    };

    Weapon.ScaleBullet.prototype = Object.create(Phaser.Group.prototype);
    Weapon.ScaleBullet.prototype.constructor = Weapon.ScaleBullet;

    Weapon.ScaleBullet.prototype.fire = function (source) {

        if (this.game.time.time < this.nextFire) { return; }

        var x = source.x + 10;
        var y = source.y + 10;

        this.getFirstExists(false).fire(x, y, 0, this.bulletSpeed, 0, 0);

        this.nextFire = this.game.time.time + this.fireRate;

    };

    /////////////////////////////////////////////
    //  A Weapon Combo - Single Shot + Rockets //
    /////////////////////////////////////////////

    Weapon.Combo1 = function (game) {

        this.name = "Combo One";
        this.weapon1 = new Weapon.SingleBullet(game);
        this.weapon2 = new Weapon.Rockets(game);

    };

    Weapon.Combo1.prototype.reset = function () {

        this.weapon1.visible = false;
        this.weapon1.callAll('reset', null, 0, 0);
        this.weapon1.setAll('exists', false);

        this.weapon2.visible = false;
        this.weapon2.callAll('reset', null, 0, 0);
        this.weapon2.setAll('exists', false);

    };

    Weapon.Combo1.prototype.fire = function (source) {

        this.weapon1.fire(source);
        this.weapon2.fire(source);

    };

    /////////////////////////////////////////////////////
    //  A Weapon Combo - ThreeWay, Pattern and Rockets //
    /////////////////////////////////////////////////////

    Weapon.Combo2 = function (game) {

        this.name = "Combo Two";
        this.weapon1 = new Weapon.Pattern(game);
        this.weapon2 = new Weapon.ThreeWay(game);
        this.weapon3 = new Weapon.Rockets(game);

    };

    Weapon.Combo2.prototype.reset = function () {

        this.weapon1.visible = false;
        this.weapon1.callAll('reset', null, 0, 0);
        this.weapon1.setAll('exists', false);

        this.weapon2.visible = false;
        this.weapon2.callAll('reset', null, 0, 0);
        this.weapon2.setAll('exists', false);

        this.weapon3.visible = false;
        this.weapon3.callAll('reset', null, 0, 0);
        this.weapon3.setAll('exists', false);

    };

    Weapon.Combo2.prototype.fire = function (source) {

        this.weapon1.fire(source);
        this.weapon2.fire(source);
        this.weapon3.fire(source);

    };

    //  The core game loop

    var PhaserGame = function () {

        this.background = null;
        this.foreground = null;

        this.player = null;
        this.cursors = null;
        this.speed = 300;

        this.weapons = [];
        this.currentWeapon = 0;
        this.weaponName = null;

    };

    PhaserGame.prototype = {

        init: function () {

            this.game.renderer.renderSession.roundPixels = true;

            this.physics.startSystem(Phaser.Physics.ARCADE);

        },

        preload: function () {

            //  We need this because the assets are on Amazon S3
            //  Remove the next 2 lines if running locally
            this.load.baseURL = 'https://files.phaser.io.s3.amazonaws.com/codingtips/issue007/';
            this.load.crossOrigin = 'anonymous';

            this.load.image('background', 'assets/back.png');
            this.load.image('foreground', 'assets/fore.png');
            this.load.image('player', 'assets/ship.png');
            this.load.bitmapFont('shmupfont', 'assets/shmupfont.png', 'assets/shmupfont.xml');

            for (var i = 1; i <= 11; i++)
            {
                this.load.image('bullet' + i, 'assets/bullet' + i + '.png');
            }

            //  Note: Graphics are not for use in any commercial project

        },

        create: function () {

            this.background = this.add.tileSprite(0, 0, this.game.width, this.game.height, 'background');
            this.background.autoScroll(-40, 0);

            this.weapons.push(new Weapon.SingleBullet(this.game));
            this.weapons.push(new Weapon.FrontAndBack(this.game));
            this.weapons.push(new Weapon.ThreeWay(this.game));
            this.weapons.push(new Weapon.EightWay(this.game));
            this.weapons.push(new Weapon.ScatterShot(this.game));
            this.weapons.push(new Weapon.Beam(this.game));
            this.weapons.push(new Weapon.SplitShot(this.game));
            this.weapons.push(new Weapon.Pattern(this.game));
            this.weapons.push(new Weapon.Rockets(this.game));
            this.weapons.push(new Weapon.ScaleBullet(this.game));
            this.weapons.push(new Weapon.Combo1(this.game));
            this.weapons.push(new Weapon.Combo2(this.game));

            this.currentWeapon = 0;

            for (var i = 1; i < this.weapons.length; i++)
            {
                this.weapons[i].visible = false;
            }

            this.player = this.add.sprite(64, 200, 'player');

            this.physics.arcade.enable(this.player);

            this.player.body.collideWorldBounds = true;

            this.foreground = this.add.tileSprite(0, 0, this.game.width, this.game.height, 'foreground');
            this.foreground.autoScroll(-60, 0);

            this.weaponName = this.add.bitmapText(8, 364, 'shmupfont', "ENTER = Next Weapon", 24);

            //  Cursor keys to fly + space to fire
            this.cursors = this.input.keyboard.createCursorKeys();

            this.input.keyboard.addKeyCapture([ Phaser.Keyboard.SPACEBAR ]);

            var changeKey = this.input.keyboard.addKey(Phaser.Keyboard.ENTER);
            changeKey.onDown.add(this.nextWeapon, this);

        },

        nextWeapon: function () {

            //  Tidy-up the current weapon
            if (this.currentWeapon > 9)
            {
                this.weapons[this.currentWeapon].reset();
            }
            else
            {
                this.weapons[this.currentWeapon].visible = false;
                this.weapons[this.currentWeapon].callAll('reset', null, 0, 0);
                this.weapons[this.currentWeapon].setAll('exists', false);
            }

            //  Activate the new one
            this.currentWeapon++;

            if (this.currentWeapon === this.weapons.length)
            {
                this.currentWeapon = 0;
            }

            this.weapons[this.currentWeapon].visible = true;

            this.weaponName.text = this.weapons[this.currentWeapon].name;

        },

        update: function () {

            this.player.body.velocity.set(0);

            if (this.cursors.left.isDown)
            {
                this.player.body.velocity.x = -this.speed;
            }
            else if (this.cursors.right.isDown)
            {
                this.player.body.velocity.x = this.speed;
            }

            if (this.cursors.up.isDown)
            {
                this.player.body.velocity.y = -this.speed;
            }
            else if (this.cursors.down.isDown)
            {
                this.player.body.velocity.y = this.speed;
            }

            if (this.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
            {
                this.weapons[this.currentWeapon].fire(this.player);
            }

        }

    };

    game.state.add('Game', PhaserGame, true);

            
          
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