var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('arrow', 'assets/sprites/arrow.png'); game.load.image('chunk', 'assets/sprites/chunk.png'); game.load.spritesheet('bullets', 'assets/sprites/balls.png', 17, 17); } var cannon; var bullets; var angle = 0; var fireRate = 100; var nextFire = 0; function create() { game.stage.backgroundColor = '#2d2d2d'; game.physics.gravity[1] = -8.5; game.physics.defaultRestitution = 0.8; game.physics.defaultFriction = 0.1; bullets = game.add.group(); bullets.createMultiple(500, 'bullets', 0, false); cannon = game.add.sprite(50, 500, 'arrow'); cannon.anchor.set(0, 0.5); } function fire() { if (game.time.now > nextFire) { nextFire = game.time.now + fireRate; var bullet = bullets.getFirstExists(false); if (bullet) { bullet.frame = game.rnd.integerInRange(0,6); bullet.exists = true; bullet.position.set(cannon.x, cannon.y); bullet.physicsEnabled = true; bullet.body.rotation = cannon.rotation + game.math.degToRad(-90); var magnitude = game.math.px2p(-500); var angle = bullet.body.rotation + Math.PI / 2; bullet.body.velocity.x = magnitude * Math.cos(angle); bullet.body.velocity.y = magnitude * Math.sin(angle); } } } function update() { var dx = game.input.activePointer.worldX - cannon.x; var dy = game.input.activePointer.worldY - cannon.y; cannon.rotation = Math.atan2(dy, dx); if (game.input.activePointer.isDown) { fire(); } } function render() { }