There seems to be an issue with the bullet functionality in phaser.io

I'm having trouble firing a bullet from my object in my game. I have been struggling to find the proper reason for the issue. Here is a snippet of my code.

Game.js

var Game = {
    preload : function() {

        // spaceship image screen
        this.load.image('spaceship', './assets/images/spaceship.png');
        //Load the bullet
        this.load.image('bullet',   'assets/images/bullet.png');

    },

This is the create function

create : function() {
    //  Our bullet group
    bullets = game.add.group();
    bullets.enableBody = true;
    bullets.physicsBodyType = Phaser.Physics.ARCADE;
    bullets.createMultiple(30, 'bullet', 0, false);
    bullets.setAll('anchor.x', 0.5);
    bullets.setAll('anchor.y', 0.5);
    bullets.setAll('outOfBoundsKill', true);
    bullets.setAll('checkWorldBounds', true);

    sprite = game.add.sprite(400, 300, 'spaceship');
    sprite.anchor.set(0.5);
},

This is the update function

update: function() {
    if (game.input.activePointer.isDown)
    {
        this.fire();
    }
},

The fire function

fire: function () {

    if (game.time.now > nextFire && bullets.countDead() > 0)
    {
        nextFire = game.time.now + fireRate;

        var bullet = bullets.getFirstDead();

        bullet.reset(sprite.x - 80, sprite.y - 80);

        game.physics.arcade.moveToPointer(bullet, 300);
    }
}

Please review my code and suggest where I might be going wrong.

Answer №1

The issue is not immediately clear based on the information provided. Have you considered utilizing the pre-built weapon class? There are helpful examples available on the Phaser examples site that may be beneficial.

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