I try to make a bouncing bullet for a game that should disappear after bouncing 3 times. I thought it's simple, I gave my bullet a variable with the value of 3 and decreased it in my bullet-platform collider by one.
After it didn't work and checked the variable with console.log(), I found out that the variable gets decreased continuously. I tested my other colliders and found out that only the bullet-platform collider do that, while the player-platform, enemy-platform, bullet-player and bullet-enemy collider don't. In addition my function for destroying bullets, when they hit a platform, oddly work fine. My bullets only get destroyed when hitting a platform.
Does anyone have an Idea how to fix that?
Edit: I made a Github repository of my game for better insight. (At least I hope I did, I haven't used Github before.) https://github.com/Kiroho/Game
Edit2: After testing around, I found out that it must have something to do with how I use my ammoGroup class.
I found out that, if I create bullets via ammoGroup (via createMultiple), the collider starts firing for each bullet until I shot them at least once. After all existing bullets are fired once, everything works normally and the collider fires as intended -> only on collision.
My bullet-platform collider
this.scene.physics.add.collider(this.scene.platforms, this.scene.playerProjectiles_Bounce, function (platform, projectile) {
//destoryProjectile(projectile);
console.log("hit");
});
The Ammo Groups. I use them as a "magazine" for each weapon
class AmmoGroup extends Phaser.Physics.Arcade.Group {
constructor(scene) {
super(scene.physics.world, scene);
}
fire(x, y, direction) {
const projectile = this.getFirstDead(false);
if (projectile) {
projectile.fire(x, y, direction);
}
}
loadAmmo(ammoIndex) {
this.clear();
if (ammoIndex == 1) {
this.classtype = Blaster;
}
else if (ammoIndex == 2) {
this.classtype = BlasterBig;
}
else if (ammoIndex == 3) {
this.classtype = Granade;
}
else if (ammoIndex == 4) {
this.classtype = Granade;
}
else if (ammoIndex == 0) {
this.classtype = Laser;
}
this.createMultiple({
classType: this.classtype,
frameQuantity: 20,
active: false,
visible: false,
key: ['ballAnim', 'kugel']
})
}
}
The bullet class
class Granade extends Phaser.Physics.Arcade.Sprite {
constructor(scene, x, y) {
super(scene, x, y, 'kugel');
this.dmg = 20;
this.enemyHit = [];
this.bounceCounter = 3;
}
fire(x, y, direction) {
this.body.reset(x, y);
this.body.setGravityY(-1000);
this.setBounce(1);
this.setActive(true);
this.setVisible(true);
this.setVelocityY(WeaponConst.VELOCITY_Y_GRENADE);
if (direction == "left") {
this.setVelocityX(WeaponConst.VELOCITY_X_GRENADE * -1);
}
else if (direction == "up") {
this.setVelocityY(WeaponConst.VELOCITY_Y_GRENADE * 2);
this.setVelocityX(0);
}
else {
this.setVelocityX(WeaponConst.VELOCITY_X_GRENADE);
}
}
preUpdate(time, delta) {
super.preUpdate(time, delta);
if (!this.scene.cameras.main.worldView.contains(this.x, this.y)) {
this.enemyHit = [];
this.setActive(false);
this.setVisible(false);
}
}
}
Additional: The player (and the enemies) has a weapon object. This weapon object has a ammoGroup object and set it's projectile, the velocity when shooting, assigning it to groups and so on.
class Weapon {
constructor(scene) {
this.scene = scene;
this.type = null;
this.attackRate = null;
this.attackRange = null;
this.ammoGroup = new AmmoGroup(this.scene.scene, 1)
this.direction = null;
}
chooseWeapon(type) {
if (type == 'Blaster') {
this.setUpWeapon(
WeaponConst.TYPE_BLASTER,
WeaponConst.ATK_RATE_BLASTER,
WeaponConst.VELOCITY_X_BLASTER,
WeaponConst.VELOCITY_Y_BLASTER,
WeaponConst.AMMO_GROUP_BLASTER
);
console.log("Blaster choosen");
this.assignToGroup(this.scene.scene.playerProjectiles_Normal);
}
else if (type == 'BlasterBig') {
this.setUpWeapon(
WeaponConst.TYPE_BLASTER_BIG,
WeaponConst.ATK_RATE_BLASTER_BIG,
WeaponConst.VELOCITY_X_BLASTER_BIG,
WeaponConst.VELOCITY_Y_BLASTER_BIG,
WeaponConst.AMMO_GROUP_BLASTER_BIG
);
console.log("BlasterBig choosen");
this.assignToGroup(this.scene.scene.playerProjectiles_PierceEnemies);
}
else if (type == 'Grenade') {
this.setUpWeapon(
WeaponConst.TYPE_GRENADE,
WeaponConst.ATK_RATE_GRENADE,
WeaponConst.VELOCITY_X_GRENADE,
WeaponConst.VELOCITY_Y_GRENADE,
WeaponConst.AMMO_GROUP_GRENADE
);
console.log("Grenade choosen");
this.assignToGroup(this.scene.scene.playerProjectiles_Bounce);
}
else if (type == 'GrenadeBig') {
this.setUpWeapon(
WeaponConst.TYPE_GRENADE_BIG,
WeaponConst.ATK_RATE_GRENADE_BIG,
WeaponConst.VELOCITY_X_GRENADE_BIG,
WeaponConst.VELOCITY_Y_GRENADE_BIG,
WeaponConst.AMMO_GROUP_GRENADE_BIG
);
console.log("GrenadeBig choosen");
this.assignToGroup(this.scene.scene.playerProjectiles_PierceEnemies);
}
else if (type == 'Laser') {
this.setUpWeapon(
WeaponConst.TYPE_LASER,
WeaponConst.ATK_RATE_LASER,
WeaponConst.VELOCITY_X_LASER,
WeaponConst.VELOCITY_Y_LASER,
WeaponConst.AMMO_GROUP_LASER
);
console.log("Laser choosen");
this.scene.scene.enemyProjectiles_Normal.add(this.ammoGroup);
this.scene.scene.enemyProjectiles_PiercePlayer.remove(this.ammoGroup);
this.scene.scene.enemyProjectiles_PierceAll.remove(this.ammoGroup);
}
}
setUpWeapon(type, attackRate, velocityX, velocityY, ammoGroup ) {
this.type = type;
this.attackRate = attackRate;
this.velocityX = velocityX;
this.velocityY = velocityY;
this.ammoGroup.loadAmmo(ammoGroup);
//this.scene.scene.enemyProjectiles_Normal.add(this.ammoGroup);
}
fire(x, y, direction) {
this.ammoGroup.fire(x, y, direction);
}
assignToGroup(group) {
this.scene.scene.playerProjectiles_Normal.remove(this.ammoGroup);
this.scene.scene.playerProjectiles_PierceEnemies.remove(this.ammoGroup);
this.scene.scene.playerProjectiles_PierceAll.remove(this.ammoGroup);
this.scene.scene.playerProjectiles_Bounce.remove(this.ammoGroup);
group.add(this.ammoGroup)
}
}
I found out that I have to disable the body of the bullet objects when creating, otherwise the collider fires. I can't find out why, but it seems to be a (more or less) known thing. While body.checkCollision.none=true worked, disabling the body's physic with body.enable = false is probably the better solution, since it disables all physic and not only the collision.