Flixel Power Tools FlxWeapon

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FlxWeapon is a comprehensive weapon manager for any game that involves shooting! It handles the creation, pooling and re-use of bullets. It supports:

  • Angled Bullets
  • Bullet Velocity and Acceleration
  • Sounds
  • Callbacks
  • Fire at the Mouse
  • Fire from the Mouse
  • Fire from a parent Sprite
  • Fire at a target Sprite
  • Fire from a fixed position
  • Fire to a fixed position
  • Set the firing rate (in real-time)
  • Bullet Gravity (!)

Use it FlxControl for a really powerful combo. Weapons can be stacked onto a single player, so there’s no reason they couldn’t be firing several of them at the same time.

Screen Shot

Code Example

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9 Responses

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  • Notsu
    January 17th 2012 at 10:07 pm

    I have experienced migrating my project’s weapons ( a shoot ’em up ) to this FlxWeapon class, but I was wondering have could I manage weapon that must cast several bullets ( like bi/tri-directionnal bullets ) , how can we do it with your class ?

  • January 17th 2012 at 10:32 pm

    You would create a class that extends FlxWeapon and over-ride the fire method to launch 3 bullets at once.

  • Notsu
    January 17th 2012 at 11:38 pm

    Thanks for the fast answer, and sorry for my english 😉 You’re stuff is wonderful !

  • Steven
    March 15th 2012 at 3:39 pm

    if I want to change the animation of a bullet I have to create a new weapon is that right? I found no “changeBulletAnimation()” method or something like that. Changing or setting the animation is just possible with makeAnimatedBullet().

  • March 15th 2012 at 4:54 pm

    You’ve got direct access to the Bullet, so you could change the animation in it that way – rather than re-creating a brand new animated bullet.

  • Silvio
    February 4th 2013 at 4:56 pm

    I was wondering if there’s a way so the bullet turns according to the angle of mouse. I have my weapon shoot arrows and they aren’t turning.

  • robro
    June 26th 2013 at 9:33 pm

    Silvio, it seems FlxWeapon.makeImageBullet() ignores its autoRotate parameter. I’ve modified the code to make it work, try inserting
    if (rotateToAngle)
    currentBullet.angle = angle;
    at the very end of FlxWeapon.runFire(), right where it says “bulletsFired++”. I did a few more things, so I’m not quite sure this will work out of the box, but it should give you a start.

    Good luck!

  • Rafael Collado
    September 3rd 2013 at 5:51 pm

    Also for anyone who was struggling on how to visually add the bullets to your game:

    Just add your FlxWeapon.group to your FlxSate.
    cheers! :]

  • Fabi
    December 9th 2013 at 3:21 pm

    I’ve tried to make lazer class, then extend it with FlxWeapon, so it looks like that:
    public class Lazer extends FlxWeapon
    public var lazer:FlxWeapon;

    public function Lazer(player:FlxObject):void

    if (FlxG.getPlugin(FlxControl) == null)
    FlxG.addPlugin(new FlxControl);

    lazer = new FlxWeapon(“lazer”, player, “x”, “y”);
    lazer.makeImageBullet( 150, Sources.ImgBullet, 4, 10);
    FlxControl.player1.setFireButton(“X”, FlxControlHandler.KEYMODE_PRESSED, 250, lazer.fire);
    lazer.setBulletDirection(FlxWeapon.BULLET_RIGHT, 200);

    i don’t really know what to put in super() but whatever i put in there, game start but in framerate like 4fps, when i press “X” there is sound of fire, but no bullets,in Playstate create() where i have my test map i add

    private var laz:Lazer
    laz = new Lazer(player);

    what i’m doing wrong?

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